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L4D2Tools: Remove unused code
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2 changed files with 1 additions and 47 deletions
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@ -488,50 +488,4 @@ stock int GetIdleBot(int client) {
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}
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}
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}
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}
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return -1;
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return -1;
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}
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}
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void GoIdle(int client, int onteam=0) {
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Echo(2, "GoIdle: %d %d", client, onteam);
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if (GetQRecord(client)) {
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int spec_target;
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// going from idle survivor to infected, leaves an icon behind
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if (IsClientValid(g_target, 2, 0)) {
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SwitchToBot(client, g_target);
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}
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if (g_onteam == 2) {
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SwitchToSpec(client);
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if (onteam == 0) {
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SetHumanSpecSig(g_target, client);
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}
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if (onteam == 1) {
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SwitchToSpec(client);
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Unqueue(client);
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}
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AssignModel(g_target, g_model, g_IdentityFix);
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}
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else {
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SwitchToSpec(client);
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}
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if (g_onteam == 3 && onteam <= 1) {
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g_QRecord.SetString("model", "", true);
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}
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switch (IsClientValid(g_target, 0, 0)) {
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case 1: spec_target = g_target;
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case 0: spec_target = GetSafeSurvivor(client);
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}
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if (IsClientValid(spec_target)) {
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SetEntPropEnt(client, Prop_Send, "m_hObserverTarget", spec_target);
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SetEntProp(client, Prop_Send, "m_iObserverMode", 5);
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}
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}
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}
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