cleanup additional ray shortening
(no longer necessary, since the actual shortening now works)
This commit is contained in:
@@ -1,6 +1,13 @@
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#ifndef BOT_UTIL_H
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#define BOT_UTIL_H
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// Structure for storing traceresults
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struct traceresult_s
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{
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vec end;
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bool collided;
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};
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long RandomLong(long from, long to);
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float RandomFloat(float from, float to);
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void lsrand(unsigned long initial_seed);
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@@ -8,7 +15,8 @@ void lsrand(unsigned long initial_seed);
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void AnglesToVectors(vec angles, vec &forward, vec &right, vec &up);
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float WrapXAngle(float angle);
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float WrapYZAngle(float angle);
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void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult_s *tr,
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bool SkipTags=false);
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float GetDistance(vec v1, vec v2);
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float Get2DDistance(vec v1, vec v2);
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bool IsVisible(vec v1, vec v2, dynent *tracer = NULL, bool SkipTags=false);
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@@ -776,13 +776,6 @@ extern void setscope(bool activate);
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extern void setburst(bool activate);
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extern int intersect(playerent *d, const vec &from, const vec &to, vec *end = NULL);
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extern bool intersect(entity *e, const vec &from, const vec &to, vec *end = NULL);
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// Structure for storing traceresults
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struct traceresult_s
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{
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vec end;
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bool collided;
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};
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void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult_s *tr, bool SkipTags=false);
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extern void damageeffect(int damage, playerent *d);
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extern void tryreload(playerent *p);
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extern void checkweaponstate();
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+9
-13
@@ -1280,14 +1280,12 @@ bool gun::attack(vec &targ)
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void gun::attackfx(const vec &from, const vec &to, int millis)
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{
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traceresult_s tr;
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TraceLine(from, to, owner, true, &tr);
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if(from != tr.end)
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if(from.squareddist(to) > 0.07f)
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{
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addbullethole(owner, from, tr.end);
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addshotline(owner, from, tr.end);
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addbullethole(owner, from, to);
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addshotline(owner, from, to);
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}
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particle_splash(PART_SPARK, 5, 250, tr.end);
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particle_splash(PART_SPARK, 5, 250, to);
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adddynlight(owner, from, 4, 100, 50, 96, 80, 64);
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attacksound();
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}
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@@ -1338,15 +1336,13 @@ sniperrifle::sniperrifle(playerent *owner) : gun(owner, GUN_SNIPER), scoped(fals
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void sniperrifle::attackfx(const vec &from, const vec &to, int millis)
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{
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traceresult_s tr;
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TraceLine(from, to, owner, true, &tr);
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if(from != tr.end)
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if(from.squareddist(to) > 0.07f)
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{
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addbullethole(owner, from, tr.end);
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addshotline(owner, from, tr.end);
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particle_trail(PART_SMOKE, 500, from, tr.end);
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addbullethole(owner, from, to);
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addshotline(owner, from, to);
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particle_trail(PART_SMOKE, 500, from, to);
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}
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particle_splash(PART_SPARK, 50, 200, tr.end);
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particle_splash(PART_SPARK, 50, 200, to);
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adddynlight(owner, from, 4, 100, 50, 96, 80, 64);
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attacksound();
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}
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