cleanup
- fix possible crash in conc (but it's still an ugly hack) - fix noob usage of strcmp - flag some memory leaks (it would be nice, if the author(s) would clean up the mess himself) - fix crash in substr - whitespace cleanup there are plenty more memory leaks in command.cpp - for example, every goto in cubescript does not clean up anything
This commit is contained in:
+55
-55
@@ -6,7 +6,7 @@
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//
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// Author: <[email protected]>
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//
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//
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//
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//
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//
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@@ -34,7 +34,7 @@ long lrand (void)
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// credits go to Ray Gardner for his fast implementation of minimal random
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// number generators
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// http://c.snippets.org/snip_lister.php?fname=rg_rand.c
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// compose the two 16-bit parts of the long integer and assemble them
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static unsigned long lrand_lo, lrand_hi;
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lrand_lo = 16807 * (long) (lseed & 0xFFFF); // low part
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@@ -48,7 +48,7 @@ long lrand (void)
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lrand_lo &= LRAND_MAX; // then get rid of the disturbing bit
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lrand_lo++; // and increase it a bit (to avoid overflow problems, I suppose)
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}
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lrand_lo += lrand_hi >> 15;
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// now do twisted maths to generate the next seed
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// is the resulting number greater than LRAND_MAX (half the capacity) ?
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@@ -69,9 +69,9 @@ void lsrand (unsigned long initial_seed)
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// usually initialized with the time of day, and time is a value that
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// changes slowly, we bump the seed twice to have it in a more
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// random state for future calls of the random number generator.
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// fill in the initial seed of the random number generator
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lseed = (long) initial_seed;
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lseed = (long) initial_seed;
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lseed = lrand (); // bump it once
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lseed = lrand (); // bump it twice
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return; // that's all folks
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@@ -81,9 +81,9 @@ long RandomLong (long from, long to)
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{
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// this function returns a random integer number between (and including)
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// the starting and ending values passed by parameters from and to.
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if (to <= from)
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if (to <= from)
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return (from);
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return (from + lrand () / (LRAND_MAX / (to - from + 1)));
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}
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@@ -91,10 +91,10 @@ float RandomFloat (float from, float to)
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{
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// this function returns a random floating-point number between (and including)
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// the starting and ending values passed by parameters from and to.
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if (to <= from)
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return (from);
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return (from + (float) lrand () / (LRAND_MAX / (to - from)));
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}
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@@ -110,42 +110,42 @@ void AnglesToVectors(vec angles, vec &forward, vec &right, vec &up)
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float cos_pitch;
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float cos_yaw;
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float cos_roll;
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// For some reason this has to be done :)
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// Me = math n00b
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angles.x = -angles.x;
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angles.y -= 90;
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// compute the sin and cosine of the pitch component
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angle = angles.x * degrees_to_radians;
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sin_pitch = sinf (angle);
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cos_pitch = cosf (angle);
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// compute the sin and cosine of the yaw component
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angle = angles.y * degrees_to_radians;
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sin_yaw = sinf (angle);
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cos_yaw = cosf (angle);
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// compute the sin and cosine of the roll component
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angle = angles.z * degrees_to_radians;
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sin_roll = sinf (angle);
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cos_roll = cosf (angle);
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// build the FORWARD vector
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forward.x = cos_pitch * cos_yaw;
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forward.y = cos_pitch * sin_yaw;
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forward.z = -sin_pitch;
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// build the RIGHT vector
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right.x = -(-(sin_roll * sin_pitch * cos_yaw) - (cos_roll * -sin_yaw));
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right.y = -(-(sin_roll * sin_pitch * sin_yaw) - (cos_roll * cos_yaw));
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right.z = -(sin_roll * cos_pitch);
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// build the UPWARDS vector
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up.x = ((cos_roll * sin_pitch * cos_yaw) - (sin_roll * -sin_yaw));
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up.y = ((cos_roll * sin_pitch * sin_yaw) - (sin_roll * cos_yaw));
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up.z = cos_roll * cos_pitch;
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return;
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}
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@@ -175,30 +175,30 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
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{
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tr->end = from;
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tr->collided = false;
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static float flNearestDist, flDist;
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static vec v;
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static bool solid;
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flNearestDist = 9999.0f;
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if(OUTBORD((int)from.x, (int)from.y)) return;
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// Check if the 'line' collides with entities like mapmodels
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type!=MAPMODEL) continue; // Only check map models for now
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mapmodelinfo &mmi = getmminfo(e.attr2);
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if(!&mmi || !mmi.h) continue;
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float lo = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
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float hi = lo+mmi.h;
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float z = (fabs(from.z-lo) < fabs(from.z-hi)) ? lo : hi;
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makevec(&v, e.x, e.y, z);
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flDist = GetDistance(from, v);
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float z = (fabs(from.z-lo) < fabs(from.z-hi)) ? lo : hi;
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makevec(&v, e.x, e.y, z);
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flDist = GetDistance(from, v);
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if ((flDist < flNearestDist) && (intersect(&e, from, to, &tr->end)))
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{
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flNearestDist = GetDistance(from, tr->end);
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@@ -213,9 +213,9 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
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{
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playerent *d = players[i];
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if(!d || (d==pTracer) || (d->state != CS_ALIVE)) continue; // Only check valid players
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flDist = GetDistance(from, d->o);
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flDist = GetDistance(from, d->o);
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if ((flDist < flNearestDist) && (intersect(d, from, to, &tr->end)))
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{
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flNearestDist = flDist;
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@@ -227,23 +227,23 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
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playerent *d = player1; // Shortcut
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if (d && (d!=pTracer) && !BotManager.m_pBotToView && (d->state == CS_ALIVE))
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{
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flDist = GetDistance(from, d->o);
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flDist = GetDistance(from, d->o);
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if ((flDist < flNearestDist) && (intersect(d, from, to, &tr->end)))
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{
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flNearestDist = flDist;
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tr->collided = true;
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}
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}
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}
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}
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float dx = to.x-from.x;
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float dy = to.y-from.y;
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float dy = to.y-from.y;
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int steps = (int)(sqrt(dx*dx+dy*dy)/0.9);
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if(!steps) // If from and to are on the same cube...
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{
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if (GetDistance(from, to) < flNearestDist)
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if (GetDistance(from, to) < flNearestDist)
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{
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tr->end = to;
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sqr *s = S(int(from.x), int(from.y));
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@@ -257,12 +257,12 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
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}
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return;
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}
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float x = from.x;
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float y = from.y;
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int i = 0;
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vec endcube = from;
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// Now check if the 'line' is hit by a cube
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while(i<steps)
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{
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@@ -277,7 +277,7 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
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if(s->type==CHF) ceil += s->vdelta/4.0f;
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float rz = from.z-((from.z-to.z)*(i/(float)steps));
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if(rz<floor || rz>ceil) break;
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endcube.x = x;
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endcube.y = y;
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endcube.z = rz;
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@@ -285,7 +285,7 @@ void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult
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y += dy/(float)steps;
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i++;
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}
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if ((i>=steps) && !tr->collided)
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{
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tr->end = to;
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@@ -305,7 +305,7 @@ float GetDistance(vec v1, vec v2)
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if ((v1.x == 0) && (v2.x == 0) && (v1.y == 0) && (v2.y == 0) && (v1.z == 0) &&
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(v2.z == 0))
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return 0.0f;
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return v1.dist(v2);
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}
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@@ -314,7 +314,7 @@ float Get2DDistance(vec v1, vec v2)
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{
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if ((v1.x == 0) && (v2.x == 0) && (v1.y == 0) && (v2.y == 0))
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return 0.0f;
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v1.z = v2.z = 0.0f;
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return v1.dist(v2);
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}
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@@ -333,7 +333,7 @@ bool IsVisible(vec v1, vec v2, dynent *tracer, bool SkipTags)
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vec PredictPos(vec pos, vec vel, float Time)
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{
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float flVelLength = vel.magnitude();
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if (flVelLength <= 1.0)
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return pos; // don't bother with low velocities...
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@@ -378,7 +378,7 @@ vec Normalize(vec v)
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{
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float flLen = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
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static vec v_norm = g_vecZero;
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if (flLen == 0)
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if (flLen == 0)
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{
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v_norm.x=0;v_norm.y=0;v_norm.z=1;
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}
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@@ -392,7 +392,7 @@ vec Normalize(vec v)
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float GetYawDiff(float curyaw, vec v1, vec v2)
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{
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float yaw = -(float)atan2(v2.x - v1.x, v2.y - v1.y)/PI*180+180;
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float yaw = -(float)atan2(v2.x - v1.x, v2.y - v1.y)/PI*180+180;
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return yaw-curyaw;
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}
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@@ -414,20 +414,20 @@ int GetDirection(const vec &angles, const vec &v1, const vec &v2)
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tmp.z = 0.0f; // Make 2D
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tmp = Normalize(tmp);
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forward.z = 0; // Make 2D
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flDot = tmp.dot(forward);
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cross = CrossProduct(tmp, forward);
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int Dir = DIR_NONE;
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if (cross.z > 0.1f) Dir |= LEFT;
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else if (cross.z < -0.1f) Dir |= RIGHT;
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if (flDot < -0.1f) Dir |= BACKWARD;
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else if (flDot > 0.1f) Dir |= FORWARD;
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if (v1.z > v2.z) Dir |= DOWN;
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if (v1.z < v2.z) Dir |= UP;
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return Dir;
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}
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@@ -456,14 +456,14 @@ const char *SkillNrToSkillName(short skillnr)
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else if (skillnr == 2) return "medium";
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else if (skillnr == 3) return "worse";
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else if (skillnr == 4) return "bad";
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return NULL;
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}
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bool IsInGame(dynent *d)
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{
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if (!d) return false;
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if (d->type==ENT_BOT)
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{
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loopv(bots)
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@@ -480,11 +480,11 @@ bool IsInGame(dynent *d)
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{
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loopv(players)
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{
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#ifdef VANILLA_CUBE
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#ifdef VANILLA_CUBE
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if (!players[i] || (players[i]->state == CS_DEDHOST)) continue;
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#elif defined(AC_CUBE)
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if (!players[i]) continue;
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#endif
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#endif
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if (players[i] == d)
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return true;
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}
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