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ConVar player_use_visibility_cache( "player_use_visibility_cache", "0", FCVAR_NONE, "Allows the player to use the visibility cache." );
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ConVar player_override_impulse_101( "player_override_impulse_101", "0", FCVAR_NONE, "Makes cfg/impulse_101.cfg override the original command, rather than running both." );
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ConVar player_override_give( "player_override_give", "0", FCVAR_NONE, "If enabled, the 'give' command will overwrite occupied weapon slots." );
Warning( "Unknown ammo type \"%s\"\n", command.Arg( 1 ) );
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}
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}
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}
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static ConCommand giveammo("giveammo", CC_GiveSpecificAmmo, "Give a supply of ammo for a specific type.\n\tUsage: giveammo <name> <opt: amount> <opt: no sound>\n", FCVAR_CHEAT );
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voidCC_GiveHealth( const CCommand &command )
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{
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CBasePlayer *pPlayer = UTIL_GetCommandClient();
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if ( !pPlayer )
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pPlayer = UTIL_PlayerByIndex(1);
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if( pPlayer )
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{
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int flHealthToGive = 25.0f;
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if ( command.ArgC() > 1 )
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flHealthToGive = atof( command.Arg( 1 ) );
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int iDamageType = 0;
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if ( command.ArgC() > 2 )
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iDamageType = atoi( command.Arg( 2 ) );
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if ( pPlayer->GetHealth() < pPlayer->GetMaxHealth() || flHealthToGive < 0.0f )
static ConCommand givehealth("givehealth", CC_GiveHealth, "Give health if not at max.\n\tUsage: givehealth <amount, default 25> <opt: damage type>\n", FCVAR_CHEAT );
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#endif
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// pl
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BEGIN_SIMPLE_DATADESC( CPlayerState )
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// DEFINE_FIELD( netname, FIELD_STRING ), // Don't stomp player name with what's in save/restore
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