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Work-around for a code generation bug in GCC
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@ -2595,18 +2595,16 @@ static cell AMX_NATIVE_CALL get_user_aiming(AMX *amx, cell *params) /* 4 param *
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CPlayer* pPlayer = GET_PLAYER_POINTER_I(index);
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cell *cpId = get_amxaddr(amx, params[2]);
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cell *cpBody = get_amxaddr(amx, params[3]);
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cell fCell;
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REAL *pFloat = (REAL *)((void *)&fCell);
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*pFloat = 0.0;
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REAL pfloat = 0.0f;
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if (pPlayer->ingame)
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{
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edict_t* edict = pPlayer->pEdict;
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Vector v_forward;
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Vector v_src = edict->v.origin + edict->v.view_ofs;
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ANGLEVECTORS(edict->v.v_angle, v_forward, NULL, NULL);
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TraceResult trEnd;
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Vector v_dest = v_src + v_forward * static_cast<float>(params[4]);
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@ -2617,17 +2615,14 @@ static cell AMX_NATIVE_CALL get_user_aiming(AMX *amx, cell *params) /* 4 param *
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if (trEnd.flFraction < 1.0)
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{
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*pFloat = (trEnd.vecEndPos - v_src).Length();
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return fCell;
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} else {
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return fCell;
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pfloat = (trEnd.vecEndPos - v_src).Length();
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}
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}
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*cpId = 0;
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*cpBody = 0;
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return fCell;
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return amx_ftoc(pfloat);
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}
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static cell AMX_NATIVE_CALL remove_cvar_flags(AMX *amx, cell *params)
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