First working compilation.
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@@ -110,7 +110,7 @@ void CMGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
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}
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pev->effects |= EF_NODRAW;
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SetThink( Smoke );
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SetThink( &CMGrenade::Smoke );
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pev->velocity = g_vecZero;
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pev->nextthink = gpGlobals->time + 0.3;
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@@ -155,13 +155,13 @@ void CMGrenade::Killed( entvars_t *pevAttacker, int iGib )
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// Timed grenade, this think is called when time runs out.
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void CMGrenade::DetonateUse( edict_t *pActivator, edict_t *pCaller, USE_TYPE useType, float value )
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{
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SetThink( Detonate );
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SetThink( &CMGrenade::Detonate );
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pev->nextthink = gpGlobals->time;
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}
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void CMGrenade::PreDetonate( void )
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{
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SetThink( Detonate );
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SetThink( &CMGrenade::Detonate );
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pev->nextthink = gpGlobals->time + 1;
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}
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@@ -329,7 +329,7 @@ void CMGrenade :: TumbleThink( void )
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if (pev->dmgtime <= gpGlobals->time)
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{
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SetThink( Detonate );
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SetThink( &CMGrenade::Detonate );
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}
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if (pev->waterlevel != 0)
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{
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@@ -370,14 +370,14 @@ CMGrenade *CMGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector
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pGrenade->pev->owner = ENT(pevOwner);
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// make monsters afaid of it while in the air
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pGrenade->SetThink( DangerSoundThink );
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pGrenade->SetThink( &CMGrenade::DangerSoundThink );
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pGrenade->pev->nextthink = gpGlobals->time;
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// Tumble in air
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pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
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// Explode on contact
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pGrenade->SetTouch( ExplodeTouch );
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pGrenade->SetTouch( &CMGrenade::ExplodeTouch );
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pGrenade->pev->dmg = gSkillData.monDmgM203Grenade;
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@@ -398,14 +398,14 @@ CMGrenade * CMGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
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pGrenade->pev->owner = ENT(pevOwner);
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pGrenade->SetTouch( BounceTouch ); // Bounce if touched
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pGrenade->SetTouch( &CMGrenade::BounceTouch ); // Bounce if touched
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that
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// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
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pGrenade->pev->dmgtime = gpGlobals->time + time;
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pGrenade->SetThink( TumbleThink );
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pGrenade->SetThink( &CMGrenade::TumbleThink );
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pGrenade->pev->nextthink = gpGlobals->time + 0.1;
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if (time < 0.1)
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{
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@@ -452,9 +452,9 @@ CMGrenade * CMGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStar
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pGrenade->pev->owner = ENT(pevOwner);
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// Detonate in "time" seconds
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pGrenade->SetThink( SUB_DoNothing );
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pGrenade->SetUse( DetonateUse );
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pGrenade->SetTouch( SlideTouch );
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pGrenade->SetThink( &CMGrenade::SUB_DoNothing );
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pGrenade->SetUse( &CMGrenade::DetonateUse );
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pGrenade->SetTouch( &CMGrenade::SlideTouch );
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pGrenade->pev->spawnflags = SF_DETONATE;
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pGrenade->pev->friction = 0.9;
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