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fix crash-VC pickup scaling
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7ae0b8ef06
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@ -71,11 +71,6 @@ uint8 aWeaponBlues[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
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255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
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0, 128, 255, 0, 0 };
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float aWeaponScale[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f };
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void
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CPickup::RemoveKeepType()
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{
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@ -770,7 +765,15 @@ CPickups::DoPickUpEffects(CEntity *entity)
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}
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}
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entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), aWeaponScale[colorId]);
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uint32 model = entity->GetModelIndex();
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CColModel* colModel = entity->GetColModel();
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CVector colLength = colModel->boundingBox.max - colModel->boundingBox.min;
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float scale = (Max(1.f, 1.2f / Max(colLength.x, Max(colLength.y, colLength.z))) - 1.0f) * 0.6f + 1.0f;
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if (model == MI_MINIGUN || model == MI_MINIGUN2)
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scale = 1.2f;
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entity->GetMatrix().SetRotateZOnlyScaled((float)(CTimer::GetTimeInMilliseconds() & 0x7FF) * DEGTORAD(360.0f / 0x800), scale);
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if (doInnerGlow)
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CCoronas::RegisterCorona((uintptr)entity + 1, 126, 69, 121, 255, entity->GetPosition(), 1.2f, 50.0f,
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