Improvements and fixes
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aba99af9eb
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dcdfec4609
@ -82,7 +82,6 @@ Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist,
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float vectorMax(Vector i);
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Vector vectorAbs(Vector i);
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bool canReachVector(Vector loc, Vector dest = {0,0,0});
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bool isJumping(Vector vec);
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bool LineIntersectsBox(Vector &bmin, Vector &bmax, Vector &lmin, Vector &lmax);
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@ -201,7 +201,7 @@ bool BacktrackAimbot()
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{
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bool good_tick = false;
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for (int j = 0; j < 12; ++j)
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if (tickcnt == hacks::shared::backtrack::sorted_ticks[j].tick && hacks::shared::backtrack::sorted_ticks[j].tickcount != FLT_MAX)
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if (tickcnt == hacks::shared::backtrack::sorted_ticks[j].tick && hacks::shared::backtrack::sorted_ticks[j].tickcount != INT_MAX)
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good_tick = true;
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tickcnt++;
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if (!i.hitboxpos.z)
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@ -174,7 +174,7 @@ void Run()
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{
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bool good_tick = false;
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for (int i = 0; i < 12; ++i)
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if (t == sorted_ticks[i].tick && sorted_ticks[i].tickcount != FLT_MAX)
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if (t == sorted_ticks[i].tick && sorted_ticks[i].tickcount != INT_MAX)
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good_tick = true;
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if (!good_tick)
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continue;
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@ -63,9 +63,10 @@ static const int crumb_limit = 64; // limit
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// Followed entity, externed for highlight color
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int follow_target = 0;
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bool inited;
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static bool inited;
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Timer lastTaunt{}; // time since taunt was last executed, used to avoid kicks
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Timer lastJump{};
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std::array<Timer, 32> afkTicks; // for how many ms the player hasn't been moving
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void checkAFK()
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@ -75,7 +76,7 @@ void checkAFK()
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auto entity = ENTITY(i);
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if (CE_BAD(entity))
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continue;
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if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(5.0f))
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if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(40.0f))
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{
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afkTicks[i].update();
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}
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@ -306,12 +307,6 @@ void WorldTick()
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}
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}
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// if(!checkPath()) //wip do not merge if you see this
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// {
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// follow_target = 0;
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// return;
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// }
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// Update timer on new target
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static Timer idle_time{};
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if (breadcrumbs.empty())
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@ -331,7 +326,7 @@ void WorldTick()
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// New crumbs, we add one if its empty so we have something to follow
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if ((breadcrumbs.empty() ||
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tar_orig.DistTo(breadcrumbs.at(breadcrumbs.size() - 1)) > 40.0F) &&
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DistanceToGround(ENTITY(follow_target)) < 30)
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DistanceToGround(ENTITY(follow_target)) < 45)
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breadcrumbs.push_back(tar_orig);
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// Prune old and close crumbs that we wont need anymore, update idle timer
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@ -357,14 +352,24 @@ void WorldTick()
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if (dist_to_target > (float) follow_distance)
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{
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// Check for jump
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if (autojump && (idle_time.check(2000) || isJumping(breadcrumbs[0])))
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if (autojump && lastJump.check(1000) && (idle_time.check(2000) || DistanceToGround(breadcrumbs[0]) > 42))
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{
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g_pUserCmd->buttons |= IN_JUMP;
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// Check for idle
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lastJump.update();
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}
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// Check if still moving. 70 HU = Sniper Zoomed Speed
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if (idle_time.check(3000) && CE_VECTOR(g_pLocalPlayer->entity, netvar.vVelocity).IsZero(60.0f))
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{
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follow_target = 0;
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return;
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}
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// Basic idle check
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if (idle_time.test_and_set(5000))
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{
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follow_target = 0;
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return;
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}
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static float last_slot_check = 0.0f;
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if (g_GlobalVars->curtime < last_slot_check)
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last_slot_check = 0.0f;
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@ -192,16 +192,10 @@ bool canReachVector(Vector loc, Vector dest)
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int maxiterations = floor(dest.DistTo(loc)) / 40;
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for (int i = 0; i < maxiterations; i++)
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{
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// math to get the next vector 40.0f in the direction of dest
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Vector vec = loc + dist / vectorMax(vectorAbs(dist)) * 40.0f * (i + 1);
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trace_t trace;
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Ray_t ray;
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Vector down = vec;
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down.z = down.z - 50;
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ray.Init(vec, down);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player,
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&trace);
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if (!(trace.startpos.DistTo(trace.endpos) <= 45))
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if (DistanceToGround(vec) >= 45)
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return false;
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for (int j = 0; j < 4; j++)
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@ -223,13 +217,13 @@ bool canReachVector(Vector loc, Vector dest)
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directionalLoc.y = directionalLoc.y - 40;
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break;
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}
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trace_t trace2;
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Ray_t ray2;
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ray2.Init(vec, directionalLoc);
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g_ITrace->TraceRay(ray2, 0x4200400B, &trace::filter_no_player,
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&trace2);
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trace_t trace;
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Ray_t ray;
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ray.Init(vec, directionalLoc);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player,
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&trace);
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// distance of trace < than 26
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if (trace2.startpos.DistTo(trace2.endpos) < 26.0f)
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if (trace.startpos.DistTo(trace.endpos) < 26.0f)
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return false;
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}
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}
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@ -237,16 +231,11 @@ bool canReachVector(Vector loc, Vector dest)
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else
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{
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// check if the vector is too high above ground
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trace_t trace;
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Ray_t ray;
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Vector down = loc;
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down.z = down.z - 50;
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ray.Init(loc, down);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
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// higher to avoid small false positives, player can jump 42 hu according to
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// the tf2 wiki
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if (!(trace.startpos.DistTo(trace.endpos) <= 45))
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if (DistanceToGround(loc) >= 45)
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return false;
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// check if there is enough space arround the vector for a player to fit
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// for loop for all 4 directions
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for (int i = 0; i < 4; i++)
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@ -268,38 +257,18 @@ bool canReachVector(Vector loc, Vector dest)
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directionalLoc.y = directionalLoc.y - 40;
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break;
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}
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trace_t trace2;
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Ray_t ray2;
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ray2.Init(loc, directionalLoc);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace2);
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trace_t trace;
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Ray_t ray;
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ray.Init(loc, directionalLoc);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
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// distance of trace < than 26
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if (trace2.startpos.DistTo(trace2.endpos) < 26.0f)
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if (trace.startpos.DistTo(trace.endpos) < 26.0f)
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return false;
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}
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}
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return true;
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}
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// returns if the player is currently jumping/falling.
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bool isJumping(Vector vec)
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{
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// check if the vector is too high above ground
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trace_t trace;
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Ray_t ray;
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Vector down = vec;
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Vector loc = vec;
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down.z = down.z - 50;
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loc.z = loc.z + 5;
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ray.Init(vec, down);
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// trace::filter_no_player.SetSelf(RAW_ENT(g_pLocalPlayer->entity));
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
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// lower to avoid small false negatives, player can jump 42 hu according to
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// the tf2 wiki, higher because loc.z = loc.z + 5;
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if (trace.startpos.DistTo(trace.endpos) > 45)
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return true;
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return false;
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}
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std::string GetLevelName()
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{
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