mirror of
https://github.com/celisej567/source-sdk-2013.git
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Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
This commit is contained in:
@@ -230,6 +230,8 @@ public:
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COutputInt m_RequestedPlayerArmor;
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COutputFloat m_RequestedPlayerAuxPower;
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COutputFloat m_RequestedPlayerFlashBattery;
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COutputEvent m_OnPlayerSpawn;
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#endif
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void InputRequestPlayerHealth( inputdata_t &inputdata );
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@@ -602,6 +604,11 @@ BEGIN_ENT_SCRIPTDESC( CHL2_Player, CBasePlayer, "The HL2 player entity." )
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DEFINE_SCRIPTFUNC_NAMED( SuitPower_GetCurrentPercentage, "GetAuxPower", "Gets the player's available aux power." )
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DEFINE_SCRIPTFUNC( GetFlashlightBattery, "Gets the energy available in the player's flashlight. If the legacy (aux power-based) flashlight is enabled, this returns the aux power." )
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DEFINE_SCRIPTFUNC( InitCustomSuitDevice, "Initializes a custom suit device. (just sets drain rate for now)" )
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DEFINE_SCRIPTFUNC( AddCustomSuitDevice, "Adds a custom suit device ID. (1-3)" )
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DEFINE_SCRIPTFUNC( RemoveCustomSuitDevice, "Removes a custom suit device ID. (1-3)" )
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DEFINE_SCRIPTFUNC( IsCustomSuitDeviceActive, "Checks if a custom suit device is active." )
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END_SCRIPTDESC();
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#endif
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@@ -633,6 +640,16 @@ CHL2_Player::CHL2_Player()
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#endif
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CSuitPowerDevice SuitDeviceBreather( bits_SUIT_DEVICE_BREATHER, 6.7f ); // 100 units in 15 seconds (plus three padded seconds)
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#ifdef MAPBASE
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// Default: 100 units in 8 seconds
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CSuitPowerDevice SuitDeviceCustom[] =
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{
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{ bits_SUIT_DEVICE_CUSTOM0, 12.5f },
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{ bits_SUIT_DEVICE_CUSTOM1, 12.5f },
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{ bits_SUIT_DEVICE_CUSTOM2, 12.5f },
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};
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#endif
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IMPLEMENT_SERVERCLASS_ST(CHL2_Player, DT_HL2_Player)
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SendPropDataTable(SENDINFO_DT(m_HL2Local), &REFERENCE_SEND_TABLE(DT_HL2Local), SendProxy_SendLocalDataTable),
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@@ -1322,6 +1339,13 @@ void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
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}
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#ifdef MAPBASE
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void CHL2_Player::SpawnedAtPoint( CBaseEntity *pSpawnPoint )
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{
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FirePlayerProxyOutput( "OnPlayerSpawn", variant_t(), this, pSpawnPoint );
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}
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//-----------------------------------------------------------------------------
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ConVar hl2_use_hl2dm_anims( "hl2_use_hl2dm_anims", "0", FCVAR_NONE, "Allows SP HL2 players to use HL2:DM animations (for custom player models)" );
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void CHL2_Player::ResetAnimation( void )
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@@ -1522,6 +1546,17 @@ void CHL2_Player::Spawn(void)
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BaseClass::Spawn();
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#ifdef MAPBASE
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// Ported from CHL2MP_Player. Fixes issues with respawning players in SP
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if ( !IsObserver() )
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{
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pl.deadflag = false;
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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RemoveEffects( EF_NODRAW );
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}
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#endif
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//
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// Our player movement speed is set once here. This will override the cl_xxxx
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// cvars unless they are set to be lower than this.
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@@ -3093,6 +3128,14 @@ void CHL2_Player::Event_Killed( const CTakeDamageInfo &info )
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#ifdef MAPBASE
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FirePlayerProxyOutput( "PlayerDied", variant_t(), info.GetAttacker(), this );
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if (IsSuitEquipped())
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{
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// Make sure all devices are deactivated (for respawn)
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m_HL2Local.m_bitsActiveDevices = 0x00000000;
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m_flSuitPowerLoad = 0;
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m_flTimeAllSuitDevicesOff = gpGlobals->curtime;
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}
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#else
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FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this );
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#endif
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@@ -4336,6 +4379,64 @@ void CHL2_Player::DisplayLadderHudHint()
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#endif//CLIENT_DLL
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CHL2_Player::InitCustomSuitDevice( int iDeviceID, float flDrainRate )
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{
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if (iDeviceID < 0 || iDeviceID > 2)
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{
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Warning("InitCustomSuitDevice : \"%i\" is not a valid custom device slot\n", iDeviceID);
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return;
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}
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SuitDeviceCustom[iDeviceID].SetDeviceDrainRate( flDrainRate );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CHL2_Player::AddCustomSuitDevice( int iDeviceID )
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{
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if (iDeviceID < 0 || iDeviceID > 2)
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{
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Warning("AddCustomSuitDevice : \"%i\" is not a valid custom device slot\n", iDeviceID);
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return;
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}
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SuitPower_AddDevice( SuitDeviceCustom[iDeviceID] );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CHL2_Player::RemoveCustomSuitDevice( int iDeviceID )
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{
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if (iDeviceID < 0 || iDeviceID > 2)
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{
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Warning("AddCustomSuitDevice : \"%i\" is not a valid custom device slot\n", iDeviceID);
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return;
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}
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SuitPower_RemoveDevice( SuitDeviceCustom[iDeviceID] );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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bool CHL2_Player::IsCustomSuitDeviceActive( int iDeviceID )
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{
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if (iDeviceID < 0 || iDeviceID > 2)
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{
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Warning("IsCustomSuitDeviceActive : \"%i\" is not a valid custom device slot\n", iDeviceID);
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return false;
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}
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return SuitPower_IsDeviceActive( SuitDeviceCustom[iDeviceID] );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Shuts down sounds
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//-----------------------------------------------------------------------------
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@@ -4370,10 +4471,14 @@ void CHL2_Player::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
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#ifdef MAPBASE
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const char *CHL2_Player::GetOverrideStepSound( const char *pszBaseStepSoundName )
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{
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const char *szSound = GetContextValue(FindContextByName("footsteps"));
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if (szSound[0] != '\0')
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int idx = FindContextByName("footsteps");
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if (idx != -1)
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{
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return szSound;
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const char *szSound = GetContextValue(idx);
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if (szSound[0] != '\0')
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{
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return szSound;
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}
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}
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return pszBaseStepSoundName;
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}
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@@ -4466,6 +4571,7 @@ BEGIN_DATADESC( CLogicPlayerProxy )
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DEFINE_OUTPUT( m_RequestedPlayerArmor, "PlayerArmor" ),
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DEFINE_OUTPUT( m_RequestedPlayerAuxPower, "PlayerAuxPower" ),
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DEFINE_OUTPUT( m_RequestedPlayerFlashBattery, "PlayerFlashBattery" ),
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DEFINE_OUTPUT( m_OnPlayerSpawn, "OnPlayerSpawn" ),
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#endif
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DEFINE_INPUTFUNC( FIELD_VOID, "RequestPlayerHealth", InputRequestPlayerHealth ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightSlowDrain", InputSetFlashlightSlowDrain ),
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