Fix merge conflicts
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d57a8c6a39
commit
29d4316c83
@ -161,13 +161,8 @@ void Run()
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float bestFOV = 180.0f;
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float distance, prev_distance_ticks = 9999;
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<<<<<<< Updated upstream
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for (int i = 0; i < 12; ++i)
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sorted_ticks[i] = BestTickData{INT_MAX, i};
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=======
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for (int i = 0; i < 12; ++i)
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sorted_ticks[i] = BestTickData{ FLT_MAX, i };
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>>>>>>> Stashed changes
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for (int t = 0; t < ticks; ++t)
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{
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if (headPositions[iBestTarget][t].tickcount)
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@ -203,15 +203,7 @@ void WorldTick()
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// future target is visible from
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if (!indirectOrigin.z) // if we couldn't find it, exit
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continue;
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<<<<<<< Updated upstream
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addCrumbs(entity, indirectOrigin);
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=======
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breadcrumbs.clear(); // we need to ensure that the breadcrumbs
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// std::vector is empty
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breadcrumbs.push_back(indirectOrigin); // add the corner
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// location to the
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// breadcrumb list
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>>>>>>> Stashed changes
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}
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else
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{
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@ -295,18 +287,6 @@ void WorldTick()
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if (!VisCheckEntFromEnt(LOCAL_E, entity))
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continue;
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}
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<<<<<<< Updated upstream
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=======
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// favor closer entitys
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if (follow_target &&
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ENTITY(follow_target)->m_flDistance() >
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entity->m_flDistance()) // favor closer entitys
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{
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if (ClassPriority(ENTITY(follow_target)) >
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ClassPriority(entity))
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continue;
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}
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>>>>>>> Stashed changes
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// ooooo, a target
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follow_target = i;
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