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https://github.com/s1lentq/ReGameDLL_CS.git
synced 2025-01-27 14:08:00 +03:00
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5afb52ffce
@ -507,12 +507,20 @@ void CFuncRotating::RampPitchVol(BOOL fUp)
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int pitch;
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// get current angular velocity
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#ifdef REGAMEDLL_FIXES
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vecCur = Q_abs(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
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#else
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vecCur = Q_abs(int(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)));
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#endif
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// get target angular velocity
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vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
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vecFinal *= pev->speed;
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#ifdef REGAMEDLL_FIXES
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vecFinal = Q_abs(vecFinal);
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#else
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vecFinal = Q_abs(int(vecFinal));
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#endif
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// calc volume and pitch as % of final vol and pitch
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fpct = vecCur / vecFinal;
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@ -543,19 +551,22 @@ void CFuncRotating::RampPitchVol(BOOL fUp)
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// Accelerates a non-moving func_rotating up to it's speed
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void CFuncRotating::SpinUp()
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{
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// rotational velocity
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Vector vecAVel;
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pev->nextthink = pev->ltime + 0.1;
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pev->avelocity = pev->avelocity + (pev->movedir * (pev->speed * m_flFanFriction));
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// cache entity's rotational velocity
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vecAVel = pev->avelocity;
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Vector vecAVel = pev->avelocity;
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// if we've met or exceeded target speed, set target speed and stop thinking
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if (Q_abs(int(vecAVel.x)) >= Q_abs(int(pev->movedir.x * pev->speed))
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(vecAVel.x) >= Q_abs(pev->movedir.x * pev->speed)
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&& Q_abs(vecAVel.y) >= Q_abs(pev->movedir.y * pev->speed)
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&& Q_abs(vecAVel.z) >= Q_abs(pev->movedir.z * pev->speed))
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#else
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if (Q_abs(int(vecAVel.x)) >= Q_abs(int(pev->movedir.x * pev->speed))
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&& Q_abs(int(vecAVel.y)) >= Q_abs(int(pev->movedir.y * pev->speed))
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&& Q_abs(int(vecAVel.z)) >= Q_abs(int(pev->movedir.z * pev->speed)))
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#endif
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{
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// set speed in case we overshot
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pev->avelocity = pev->movedir * pev->speed;
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@ -51,7 +51,11 @@ bool CCSBot::ShouldInvestigateNoise(float *retNoiseDist)
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float noiseDist = toNoise.Length();
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float const oneStoreyHeight = 120.0f;
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(toNoise.z) > oneStoreyHeight)
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#else
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if (Q_abs(int64(toNoise.z)) > oneStoreyHeight)
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#endif
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{
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PathCost pc(this);
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float travelDistToNoise = NavAreaTravelDistance(m_lastKnownArea, m_noiseArea, pc);
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@ -323,7 +323,11 @@ bool CCSBot::UpdateLadderMovement()
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{
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Vector2D perp(-m_pathLadder->m_dirVector.y, m_pathLadder->m_dirVector.x);
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(d.x * perp.x + d.y * perp.y) < tolerance && d.Length() < closeToGoal)
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#else
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if (Q_abs(int64(d.x * perp.x + d.y * perp.y)) < tolerance && d.Length() < closeToGoal)
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#endif
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approached = true;
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}
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@ -321,7 +321,11 @@ void CCSBot::Attack(CBasePlayer *victim)
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Vector toEnemy = victim->pev->origin - pev->origin;
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Vector idealAngle = UTIL_VecToAngles(toEnemy);
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#ifdef REGAMEDLL_FIXES
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float_precision deltaYaw = float_precision(Q_abs(m_lookYaw - idealAngle.y));
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#else
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float_precision deltaYaw = float_precision(Q_abs(int64(m_lookYaw - idealAngle.y)));
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#endif
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while (deltaYaw > 180.0f)
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deltaYaw -= 360.0f;
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@ -506,8 +506,13 @@ void CCSBot::UpdateLookAround(bool updateNow)
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// figure out how far along the path segment we are
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Vector delta = m_spotEncounter->path.to - m_spotEncounter->path.from;
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float_precision length = delta.Length();
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#ifdef REGAMEDLL_FIXES
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float adx = Q_abs(delta.x);
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float ady = Q_abs(delta.y);
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#else
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float adx = float(Q_abs(int64(delta.x)));
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float ady = float(Q_abs(int64(delta.y)));
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#endif
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float_precision t;
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if (adx > ady)
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@ -546,14 +546,22 @@ void CBaseDoor::DoorGoUp()
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{
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if (toActivator.y < loY)
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{
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(momentArmY) > Q_abs(momentArmX))
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#else
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if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
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#endif
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sign = (momentArmY < 0) ? 1 : -1;
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else
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sign = (momentArmX > 0) ? 1 : -1;
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}
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else if (toActivator.y > hiY)
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{
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(momentArmY) > Q_abs(momentArmX))
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#else
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if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
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#endif
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sign = (momentArmY < 0) ? 1 : -1;
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else
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sign = (momentArmX < 0) ? 1 : -1;
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@ -572,14 +580,22 @@ void CBaseDoor::DoorGoUp()
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}
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else if (toActivator.y < loY)
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{
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(momentArmY) > Q_abs(momentArmX))
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#else
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if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
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#endif
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sign = (momentArmY > 0) ? 1 : -1;
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else
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sign = (momentArmX > 0) ? 1 : -1;
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}
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else if (toActivator.y > hiY)
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{
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(momentArmY) > Q_abs(momentArmX))
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#else
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if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
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#endif
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sign = (momentArmY > 0) ? 1 : -1;
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else
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sign = (momentArmX < 0) ? 1 : -1;
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@ -188,7 +188,11 @@ void HostageFollowState::OnUpdate(CHostageImprov *improv)
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if (GetGroundHeight(&sideStepPos, &ground))
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{
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(ground - improv->GetFeet().z) < 18.0f)
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#else
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if (Q_abs(int(ground - improv->GetFeet().z)) < 18.0f)
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#endif
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{
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const float push = 20.0f;
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Vector lat = cross * push;
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@ -1048,12 +1048,14 @@ void CFuncTrackTrain::StopSound()
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void CFuncTrackTrain::UpdateSound()
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{
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float flpitch;
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if (!pev->noise)
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return;
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flpitch = TRAIN_STARTPITCH + (Q_abs(int(pev->speed)) * (TRAIN_MAXPITCH - TRAIN_STARTPITCH) / TRAIN_MAXSPEED);
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#ifdef REGAMEDLL_FIXES
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float flpitch = TRAIN_STARTPITCH + (Q_abs(pev->speed) * (TRAIN_MAXPITCH - TRAIN_STARTPITCH) / TRAIN_MAXSPEED);
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#else
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float flpitch = TRAIN_STARTPITCH + (Q_abs(int(pev->speed)) * (TRAIN_MAXPITCH - TRAIN_STARTPITCH) / TRAIN_MAXSPEED);
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#endif
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if (!m_soundPlaying)
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{
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@ -4396,7 +4396,11 @@ void CBasePlayer::CheckTimeBasedDamage()
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return;
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// only check for time based damage approx. every 2 seconds
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(gpGlobals->time - m_tbdPrev) < 2.0f)
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#else
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if (Q_abs(int64(gpGlobals->time - m_tbdPrev)) < 2.0f)
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#endif
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return;
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m_tbdPrev = gpGlobals->time;
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@ -7817,7 +7821,11 @@ void CBasePlayer::StudioEstimateGait()
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else
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flYawDiff *= dt;
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#ifdef REGAMEDLL_FIXES
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if (float_precision(Q_abs(flYawDiff)) < 0.1f)
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#else
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if (float_precision(Q_abs(int64(flYawDiff))) < 0.1f)
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#endif
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flYawDiff = 0;
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m_flGaityaw += flYawDiff;
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@ -117,7 +117,11 @@ void CFuncVehicle::Blocked(CBaseEntity *pOther)
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float maxy = Q_max(vBackLeft.y, vBackRight.y);
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float minz = pev->origin.z;
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#ifdef REGAMEDLL_FIXES
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float maxz = pev->origin.z + (2 * Q_abs(pev->mins.z - pev->maxs.z));
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#else
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float maxz = pev->origin.z + (2 * Q_abs(int(pev->mins.z - pev->maxs.z)));
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#endif
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if (pOther->pev->origin.x < minx
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|| pOther->pev->origin.x > maxx
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@ -261,7 +265,11 @@ void CFuncVehicle::UpdateSound()
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if (!pev->noise)
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return;
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#ifdef REGAMEDLL_FIXES
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float flpitch = VEHICLE_STARTPITCH + (Q_abs(pev->speed) * (VEHICLE_MAXPITCH - VEHICLE_STARTPITCH) / VEHICLE_MAXSPEED);
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#else
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float flpitch = VEHICLE_STARTPITCH + (Q_abs(int(pev->speed)) * (VEHICLE_MAXPITCH - VEHICLE_STARTPITCH) / VEHICLE_MAXSPEED);
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#endif
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if (flpitch > 200)
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flpitch = 200;
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@ -351,7 +351,11 @@ inline float AngleDifference(float a, float b)
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inline bool AnglesAreEqual(float a, float b, float tolerance = 5.0f)
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{
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#ifdef REGAMEDLL_FIXES
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if (Q_abs(AngleDifference(a, b)) < tolerance)
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#else
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if (Q_abs(int64(AngleDifference(a, b))) < tolerance)
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#endif
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return true;
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return false;
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