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https://github.com/celisej567/source-engine.git
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upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@@ -52,9 +52,7 @@ CTEEffectDispatch::~CTEEffectDispatch( void )
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}
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IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch )
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SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) )
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END_SEND_TABLE()
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@@ -64,28 +62,40 @@ static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data )
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void DispatchEffect( const char *pName, const CEffectData &data )
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{
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// Copy the supplied effect data.
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g_TEEffectDispatch.m_EffectData = data;
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// Get the entry index in the string table.
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g_TEEffectDispatch.m_EffectData.m_iEffectName = g_pStringTableEffectDispatch->AddString( CBaseEntity::IsServer(), pName );
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CPASFilter filter( data.m_vOrigin );
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// Send it to anyone who can see the effect's origin.
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g_TEEffectDispatch.Create( filter, 0 );
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if ( !te->SuppressTE( filter ) )
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{
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// Copy the supplied effect data.
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g_TEEffectDispatch.m_EffectData = data;
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// Get the entry index in the string table.
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g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
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// Send it to anyone who can see the effect's origin.
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g_TEEffectDispatch.Create( filter, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchEffect( const char *pName, const CEffectData &data )
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void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data )
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{
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CPASFilter filter( data.m_vOrigin );
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DispatchEffect( pName, data, filter );
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}
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if ( !te->SuppressTE( filter ) )
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{
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// Copy the supplied effect data.
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g_TEEffectDispatch.m_EffectData = data;
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void DispatchEffect( const char *pName, const CEffectData &data, CRecipientFilter &filter )
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{
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te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data );
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// Get the entry index in the string table.
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g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
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// Send it to anyone who can see the effect's origin.
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g_TEEffectDispatch.Create( filter, flDelay );
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}
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}
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