Attempt at reverting set_user_hitzones()
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135
dlls/fun/fun.cpp
135
dlls/fun/fun.cpp
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@ -70,9 +70,22 @@
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// ######## Utils:
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void FUNUTIL_ResetPlayer(int index)
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{
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// Reset hitzones
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memset(g_bodyhits[index], 0xFF, sizeof(char)*33);
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g_zones_toHit[index] = (1<<HITGROUP_GENERIC) |
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(1<<HITGROUP_HEAD) |
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(1<<HITGROUP_CHEST) |
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(1<<HITGROUP_STOMACH) |
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(1<<HITGROUP_LEFTARM) |
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(1<<HITGROUP_RIGHTARM)|
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(1<<HITGROUP_LEFTLEG) |
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(1<<HITGROUP_RIGHTLEG);
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g_zones_getHit[index] = (1<<HITGROUP_GENERIC) |
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(1<<HITGROUP_HEAD) |
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(1<<HITGROUP_CHEST) |
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(1<<HITGROUP_STOMACH) |
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(1<<HITGROUP_LEFTARM) |
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(1<<HITGROUP_RIGHTARM)|
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(1<<HITGROUP_LEFTLEG) |
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(1<<HITGROUP_RIGHTLEG);
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// Reset silent slippers
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g_silent[index] = false;
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}
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@ -527,60 +540,79 @@ static cell AMX_NATIVE_CALL get_user_gravity(AMX *amx, cell *params) // Float:ge
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static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_user_hitzones(index = 0, target = 0, body = 255); = 3 arguments
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{
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int index = params[1];
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if (index < 0 || index > gpGlobals->maxClients){
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// Sets user hitzones.
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// params[1] = the one(s) who shoot(s), shooter
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int shooter = params[1];
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if (shooter == -1)
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shooter = 0;
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// params[2] = the one getting hit
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int gettingHit = params[2];
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if (gettingHit == -1)
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gettingHit = 0;
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// params[3] = specified hit zones
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int hitzones = params[3];
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if (hitzones == -1)
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hitzones = 255;
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//set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0
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//set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0
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if (shooter == 0 && gettingHit == 0) {
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// set hitzones for ALL, both where people can hit and where they can _get_ hit.
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for (int i = 1; i <= 32; i++) {
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g_zones_toHit[i] = hitzones;
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g_zones_getHit[i] = hitzones;
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}
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}
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else {
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if (shooter == 0) {
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// "All" shooters, target (gettingHit) should be existing player id
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if (gettingHit < 1 || gettingHit > gpGlobals->maxClients) {
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MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
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return 0;
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}
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int target = params[2];
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// Where can gettingHit get hit by all?
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g_zones_getHit[gettingHit] = hitzones;
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}
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else {
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// "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here)
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g_zones_toHit[shooter] = hitzones;
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}
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}
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if (target < 0 || target > gpGlobals->maxClients){
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MF_RaiseAmxError(amx,AMX_ERR_NATIVE);
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return 0;
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}
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int bodyhits = params[3];
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if (index) {
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if (MF_IsPlayerIngame(index)) {
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if (target) {
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g_bodyhits[index][target] = bodyhits; // pPlayer->bodyhits[target] = bodyhits;
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}
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else {
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for(int i = 1; i <= gpGlobals->maxClients; ++i)
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g_bodyhits[index][i] = bodyhits; // pPlayer->bodyhits[i] = bodyhits;
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}
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return 1;
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}
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return 0;
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}
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else {
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for(int i = 1; i <= gpGlobals->maxClients; ++i){
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if (target) {
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g_bodyhits[index][target] = bodyhits;
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}
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else {
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for(int i = 1; i <= gpGlobals->maxClients; ++i)
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g_bodyhits[index][i] = bodyhits; // pPlayer->bodyhits[i] = bodyhits;
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}
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}
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}
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return 1;
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}
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static cell AMX_NATIVE_CALL get_user_hitzones(AMX *amx, cell *params) // get_user_hitzones(index, target); = 2 arguments
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{
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int index = params[1];
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if (index < 1 || index > gpGlobals->maxClients) {
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// Gets user hitzones.
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// params[1] = if this is not 0, return what zones this player can hit
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int shooter = params[1];
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// params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error?
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int gettingHit = params[2];
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if (shooter) {
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if (FNullEnt(shooter)) {
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MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
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return 0;
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}
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int target = params[2];
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if (target < 1 || target > gpGlobals->maxClients) {
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return g_zones_toHit[shooter];
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}
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else {
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if (!gettingHit) {
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MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
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return 0;
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}
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//return GET_PLAYER_POINTER_I(index)->bodyhits[target];
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return g_bodyhits[index][target];
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else {
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if (FNullEnt(gettingHit)) {
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MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
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return 0;
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}
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else {
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return g_zones_getHit[gettingHit];
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}
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}
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}
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}
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static cell AMX_NATIVE_CALL set_user_noclip(AMX *amx, cell *params) // set_user_noclip(index, noclip = 0); = 2 arguments
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@ -768,12 +800,17 @@ int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress,
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RETURN_META_VALUE(MRES_IGNORED, 0);
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}
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void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *e, TraceResult *ptr) {
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TRACE_LINE(v1, v2, fNoMonsters, e, ptr);
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void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) {
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TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
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if (ptr->pHit&&(ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT) )&&e&&(e->v.flags & (FL_CLIENT | FL_FAKECLIENT) )) {
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if (!(g_bodyhits[ENTINDEX(e)][ENTINDEX(ptr->pHit)]&(1<<ptr->iHitgroup)))
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ptr->flFraction = 1.0;
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int hitIndex = ENTINDEX(ptr->pHit);
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if (hitIndex >= 1 && hitIndex <= gpGlobals->maxClients) {
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if ( !(
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g_zones_getHit[hitIndex] & (1 << ptr->iHitgroup) // can ptr->pHit get hit in ptr->iHitgroup at all?
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&& g_zones_toHit[hitIndex] & (1 << ptr->iHitgroup) ) // can pentToSkip hit other people in that hit zone?
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) {
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ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
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}
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}
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RETURN_META(MRES_SUPERCEDE);
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@ -786,9 +823,7 @@ void OnAmxxAttach()
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// Reset stuff - hopefully this should
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for (int i = 1; i <= 32; i++) {
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// Reset all hitzones
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memset(g_bodyhits[i], 0xFF, sizeof(char)*33);
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// Reset all silent slippers
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g_silent[i] = false;
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FUNUTIL_ResetPlayer(i);
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}
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}
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@ -51,9 +51,9 @@
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// Fun-specific defines above
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// The stuff below might end up in a class soon
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//int g_zones_toHit[33]; // where can people hit other people?
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//int g_zones_getHit[33]; // where can people get hit by other people?
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char g_bodyhits[33][33];
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int g_zones_toHit[33]; // where can people hit other people?
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int g_zones_getHit[33]; // where can people get hit by other people?
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//char g_bodyhits[33][33];
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bool g_silent[33]; // used for set_user_footsteps()
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//int g_ResetHUD;
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bool g_ResetHUDbool;
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