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224
lua/entities/mg_javelin_warhead/init.lua
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224
lua/entities/mg_javelin_warhead/init.lua
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AddCSLuaFile("cl_init.lua")
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AddCSLuaFile("shared.lua")
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include("shared.lua")
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--[[---------------------------------------------------------
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Name: KeyValue
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Desc: Called when a keyvalue is added to us
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-----------------------------------------------------------]]
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function ENT:KeyValue( key, value )
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end
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--[[---------------------------------------------------------
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Name: OnRestore
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Desc: The game has just been reloaded. This is usually the right place
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to call the GetNW* functions to restore the script's values.
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-----------------------------------------------------------]]
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function ENT:OnRestore()
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end
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--[[---------------------------------------------------------
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Name: AcceptInput
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Desc: Accepts input, return true to override/accept input
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-----------------------------------------------------------]]
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function ENT:AcceptInput( name, activator, caller, data )
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return false
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end
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--[[---------------------------------------------------------
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Name: UpdateTransmitState
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Desc: Set the transmit state
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-----------------------------------------------------------]]
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function ENT:UpdateTransmitState()
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return TRANSMIT_ALWAYS
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end
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--[[---------------------------------------------------------
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Name: Think
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Desc: Entity's think function.
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-----------------------------------------------------------]]
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function ENT:Think()
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end
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function ENT:PhysicsCollide(colData, collider)
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if (self.m_Water && self:GetVelocity():Length() < 250) then
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timer.Simple(0, function()
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self:Remove()
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end)
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return
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end
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local bHasExploded = false
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for i, e in pairs(ents.FindInSphere(self:GetPos(), 16)) do
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if (e:IsNPC()) then
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self:Explode({
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HitEntity = e,
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HitNormal = (e:NearestPoint(self:GetPos()) - self:GetPos()):GetNormalized(),
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HitPos = e:NearestPoint(self:GetPos())
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})
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if (e:GetClass() == "npc_strider") then
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e:Fire("Explode")
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end
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bHasExploded = true
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end
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end
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if (!bHasExploded) then
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self:Explode(colData)
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end
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end
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local function WithinRange(num,min,max)
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return num < max && num > min
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end
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function ENT:PhysicsUpdate(phys)
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self.Target:SetPos(phys:GetPos())
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debugoverlay.Cross( self.TrackedPosition, 30, 1, Color( 255, 255, 255 ), true )
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self.m_Fuel = self.m_Fuel - 100 * FrameTime()
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if (self.m_Propel && self.m_Fuel <= 0) then
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self.m_Propel = false
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phys:EnableDrag(true)
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phys:EnableGravity(true)
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phys:AddVelocity(phys:GetAngles():Forward() * self.Projectile.Speed)
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end
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if (self.m_Propel) then
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if self.TrackedEntity && self.TrackedEntity:IsValid() then
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self.TargetPos = self.TrackedEntity:GetPos()
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else
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--self.TrackedPosition = self.WeaponData.TrackedPosition
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end
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phys:SetPos(self.LastPos + phys:GetAngles():Forward() * (self.Projectile.Speed * FrameTime()) - (Vector(0, 0, self.m_gravity) * FrameTime()))
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if (self.m_State == "Ascent") then
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local angle = phys:GetAngles()
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angle.p = math.Clamp(angle.p - 6, -89, 89)
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phys:SetAngles(angle)
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if self:GetPos().z >= self.CruiseHeight then
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self.m_State = "Cruise"
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end
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elseif (self.m_State == "Cruise") then
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local range = 1100
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local angle = phys:GetAngles()
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angle.p = math.Clamp(angle.p + 2, -90,-0)
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phys:SetAngles(angle)
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if WithinRange(phys:GetPos().x,self.TrackedPosition.x - range,self.TrackedPosition.x + range) && WithinRange(phys:GetPos().y,self.TrackedPosition.y - range,self.TrackedPosition.y + range) then
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self.m_State = "Seek"
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end
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elseif (self.m_State == "Seek") then
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local dir = self.TargetPos - phys:GetPos()
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phys:SetAngles(LerpAngle(0.09, phys:GetAngles(), dir:Angle()))
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end
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else
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local vel = phys:GetVelocity()
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phys:SetAngles(vel:Angle() + Angle(self.Projectile.Gravity,math.Rand(self.m_Stability / -self.Projectile.Stability, self.m_Stability / self.Projectile.Stability),self.m_gravity))
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phys:SetVelocity(vel)
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end
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if (!self.bCollided) then
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--Aim assist
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if (GetConVar("mgbase_debug_projectiles"):GetInt() > 0) then
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debugoverlay.Box(phys:GetPos(), -self.Maxs, self.Maxs, 0, Color(0, 200, 50, 10))
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end
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local trData = {
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start = self.LastPos,
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endpos = phys:GetPos(),
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filter = {self:GetOwner(), self},
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mask = MASK_SHOT_PORTAL,
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collisiongroup = COLLISION_GROUP_NONE,
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mins = -self:OBBMaxs(),
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maxs = self:OBBMins()
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}
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local tr = util.TraceHull(trData)
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if (tr.Hit && (tr.Entity:IsPlayer() || tr.Entity:IsNPC())) then
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self:SetPos(tr.HitPos)
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self:ImpactDamage(tr.Entity)
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self:Explode(tr)
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if (tr.Entity:GetClass() == "npc_strider") then
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tr.Entity:Fire("Explode")
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elseif (tr.Entity:GetClass() == "npc_combinegunship") then
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local dmg = DamageInfo()
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dmg:SetDamage(1)
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dmg:SetAttacker(self:GetOwner())
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dmg:SetInflictor(self)
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tr.Entity:TakeDamageInfo(dmg)
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end
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return
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end
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--Normal hitscan
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if (GetConVar("mgbase_debug_projectiles"):GetInt() > 0) then
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debugoverlay.Line(self.LastPos, phys:GetPos(), 1, Color(255, 0, 0, 1))
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end
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tr = util.TraceLine(trData)
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if (tr.Hit) then
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self:SetPos(tr.HitPos)
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self:ImpactDamage(tr.Entity)
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self:Explode(tr)
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return
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end
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end
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self.LastPos = phys:GetPos()
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end
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function ENT:Explode(trData)
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local phys = self:GetPhysicsObject()
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if (self:WaterLevel() <= 0) then
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ParticleEffect("Generic_explo_vhigh", phys:GetPos() + trData.HitNormal,Angle(0,0,0))
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else
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local effectdata = EffectData()
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effectdata:SetOrigin(phys:GetPos())
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util.Effect("WaterSurfaceExplosion", effectdata)
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end
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local dmgInfo = DamageInfo()
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dmgInfo:SetDamage(self.WeaponData.Bullet.Damage[1])
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dmgInfo:SetAttacker(IsValid(self:GetOwner()) && self:GetOwner() || self)
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dmgInfo:SetInflictor(self)
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dmgInfo:SetDamageType(self:GetDamageType())
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util.BlastDamageInfo(dmgInfo, phys:GetPos(), self.WeaponData.Explosive.BlastRadius)
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util.ScreenShake(phys:GetPos(), 3500, 1111, 1, self.WeaponData.Explosive.BlastRadius * 4)
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util.Decal("Scorch", trData.HitPos - trData.HitNormal, trData.HitPos + trData.HitNormal, self)
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self:Remove()
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end
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function ENT:ImpactDamage(ent)
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local dmgInfo = DamageInfo()
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dmgInfo:SetDamage(self.WeaponData.Bullet.Damage[1] / self.WeaponData.Explosive.ImpactBlastRatio)
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dmgInfo:SetAttacker(IsValid(self:GetOwner()) && self:GetOwner() || self)
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dmgInfo:SetInflictor(self)
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dmgInfo:SetDamageType(self:GetDamageType())
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dmgInfo:SetDamagePosition(self:GetPos())
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ent:TakeDamageInfo(dmgInfo)
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end
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function ENT:GetDamageType()
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return DMG_BLAST + DMG_AIRBOAT
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end
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