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use FLT_MAX instead of 1e+30, remove a busted two lines of code
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@ -265,15 +265,10 @@ void CParticleSystem::ReadControlPointEnts(void)
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{
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{
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if (UsesCoordinates()) {
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if (UsesCoordinates()) {
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float vecCoords[3];
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float vecCoords[3];
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if (UsesCoordinates()) {
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// cast str to vector, add vector to array
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float vecCoords[3];
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const char* pszVector = STRING(m_iszControlPointNames[i]);
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// cast str to vector, add vector to array
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UTIL_StringToVector(vecCoords, pszVector);
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const char* pszVector = STRING(m_iszControlPointNames[i]);
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m_vControlPointVecs.Set(i, Vector(vecCoords[0], vecCoords[1], vecCoords[2]));
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UTIL_StringToVector(vecCoords, pszVector);
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m_vControlPointVecs.Set(i, Vector(vecCoords[0], vecCoords[1], vecCoords[2]));
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}
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}
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}
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else{
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else{
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if (m_iszControlPointNames[i] == NULL_STRING)
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if (m_iszControlPointNames[i] == NULL_STRING)
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@ -2854,7 +2854,7 @@ void CInteractableProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T
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}
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}
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if (m_flCooldown == -1 && !m_bLocked){
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if (m_flCooldown == -1 && !m_bLocked){
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m_flCooldownTime = 1e+30; // yeah we're not going to hit this any time soon
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m_flCooldownTime = FLT_MAX; // yeah we're not going to hit this any time soon
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}
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}
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else if (m_flCooldown == -1){
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else if (m_flCooldown == -1){
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m_flCooldownTime = gpGlobals->curtime + 1.0f; // 1s cooldown if locked
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m_flCooldownTime = gpGlobals->curtime + 1.0f; // 1s cooldown if locked
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