Added HoloTracker compatibility
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@@ -46,6 +46,10 @@ void function CleanupExistingDecoy( entity decoy )
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{
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if ( IsValid( decoy ) ) //This cleanup function is called from multiple places, so check that decoy is still valid before we try to clean it up again
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{
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//COMMUNICATION WITH HOLOTRACKER
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int eHandle = decoy.GetEncodedEHandle()
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ServerToClientStringCommand( decoy.GetBossPlayer(), "StopDecoyTracking " + eHandle.tostring())
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//END OF COMMUNICATION
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decoy.Decoy_Dissolve()
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CleanupFXAndSoundsForDecoy( decoy )
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}
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@@ -158,6 +162,11 @@ var function OnWeaponPrimaryAttack_holopilot( entity weapon, WeaponPrimaryAttack
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}else{
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entity decoy = CreateHoloPilotDecoys( weaponOwner, 1 )
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playerDecoyList[ weaponOwner ] <- decoy
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//COMMUNICATION WITH HOLOTRACKER
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int eHandle = decoy.GetEncodedEHandle()
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ServerToClientStringCommand( weaponOwner, "ActivateDecoyTracking " + eHandle.tostring())
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//END OF COMMUNICATION
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}
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#else
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Rumble_Play( "rumble_holopilot_activate", {} )
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