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https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
Resolve conflicts with std::swap.
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a36308b0bf
commit
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@ -828,7 +828,7 @@ static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist
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if( flMinDist > flMaxDist )
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if( flMinDist > flMaxDist )
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{
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{
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swap( flMinDist, flMaxDist );
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V_swap( flMinDist, flMaxDist );
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}
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}
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// If a negative value is provided for the min fade distance, then base it off the max.
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// If a negative value is provided for the min fade distance, then base it off the max.
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@ -3459,7 +3459,7 @@ void CVisibleShadowList::PrioritySort()
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flLargestArea = m_ShadowsInView[nIndex].m_flArea;
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flLargestArea = m_ShadowsInView[nIndex].m_flArea;
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}
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}
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}
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}
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swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
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V_swap( m_PriorityIndex[i], m_PriorityIndex[nLargestInd] );
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}
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}
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}
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}
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@ -507,8 +507,8 @@ void SortEntities( CRenderList::CEntry *pEntities, int nEntities )
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{
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{
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if( dists[i] > dists[i+stepSize] )
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if( dists[i] > dists[i+stepSize] )
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{
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{
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swap( pEntities[i], pEntities[i+stepSize] );
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V_swap( pEntities[i], pEntities[i+stepSize] );
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swap( dists[i], dists[i+stepSize] );
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V_swap( dists[i], dists[i+stepSize] );
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if( i == 0 )
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if( i == 0 )
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{
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{
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@ -503,7 +503,7 @@ bool CFilterEnemy::PassesProximityFilter( CBaseEntity *pCaller, CBaseEntity *pEn
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float flSmallerRadius = m_flRadius;
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float flSmallerRadius = m_flRadius;
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if ( flSmallerRadius > flLargerRadius )
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if ( flSmallerRadius > flLargerRadius )
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{
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{
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swap( flLargerRadius, flSmallerRadius );
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V_swap( flLargerRadius, flSmallerRadius );
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}
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}
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float flDist;
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float flDist;
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@ -1669,7 +1669,7 @@ void CNPC_AttackHelicopter::ShootAtPlayer( const Vector &vBasePos, const Vector
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for ( i = 0; i < nActualTargets; ++i )
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for ( i = 0; i < nActualTargets; ++i )
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{
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{
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int nSwap = random->RandomInt( 0, nActualTargets - 1 );
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int nSwap = random->RandomInt( 0, nActualTargets - 1 );
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swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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}
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}
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// Just shoot where we're facing
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// Just shoot where we're facing
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@ -1906,7 +1906,7 @@ void CNPC_AttackHelicopter::ShootAtVehicle( const Vector &vBasePos, const Vector
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for ( i = 0; i < nActualTargets; ++i )
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for ( i = 0; i < nActualTargets; ++i )
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{
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{
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int nSwap = random->RandomInt( 0, nActualTargets - 1 );
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int nSwap = random->RandomInt( 0, nActualTargets - 1 );
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swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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V_swap( ppNearbyTargets[i], ppNearbyTargets[nSwap] );
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}
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}
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// Just shoot where we're facing
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// Just shoot where we're facing
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@ -355,7 +355,7 @@ void CNPC_CombineCamera::Spawn()
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if (m_nOuterRadius < m_nInnerRadius)
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if (m_nOuterRadius < m_nInnerRadius)
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{
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{
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swap(m_nOuterRadius, m_nInnerRadius);
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V_swap(m_nOuterRadius, m_nInnerRadius);
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}
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}
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// Do we start active?
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// Do we start active?
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@ -1117,17 +1117,17 @@ void CNPC_CombineCamera::SetHeight(float height)
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if (mins.x > maxs.x)
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if (mins.x > maxs.x)
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{
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{
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swap(mins.x, maxs.x);
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V_swap(mins.x, maxs.x);
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}
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}
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if (mins.y > maxs.y)
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if (mins.y > maxs.y)
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{
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{
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swap(mins.y, maxs.y);
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V_swap(mins.y, maxs.y);
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}
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}
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if (mins.z > maxs.z)
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if (mins.z > maxs.z)
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{
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{
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swap(mins.z, maxs.z);
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V_swap(mins.z, maxs.z);
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}
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}
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SetCollisionBounds(mins, maxs);
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SetCollisionBounds(mins, maxs);
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@ -1093,17 +1093,17 @@ void CNPC_CeilingTurret::SetHeight( float height )
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if ( mins.x > maxs.x )
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if ( mins.x > maxs.x )
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{
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{
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swap( mins.x, maxs.x );
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V_swap( mins.x, maxs.x );
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}
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}
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if ( mins.y > maxs.y )
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if ( mins.y > maxs.y )
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{
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{
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swap( mins.y, maxs.y );
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V_swap( mins.y, maxs.y );
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}
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}
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if ( mins.z > maxs.z )
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if ( mins.z > maxs.z )
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{
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{
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swap( mins.z, maxs.z );
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V_swap( mins.z, maxs.z );
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}
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}
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SetCollisionBounds( mins, maxs );
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SetCollisionBounds( mins, maxs );
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@ -555,7 +555,7 @@ void CHLTVDirector::CreateShotFromEvent( CGameEvent *event )
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// if we show ineye view, show it more likely from killer
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// if we show ineye view, show it more likely from killer
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if ( RandomFloat(0,1) > (bInEye?0.3f:0.7f) )
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if ( RandomFloat(0,1) > (bInEye?0.3f:0.7f) )
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{
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{
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swap( attacker, victim );
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V_swap( attacker, victim );
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}
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}
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// hurting a victim is shown as chase more often
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// hurting a victim is shown as chase more often
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@ -830,7 +830,7 @@ IPhysicsConstraint *CPhysSlideConstraint::CreateConstraint( IPhysicsConstraintGr
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sliding.limitMax = DotProduct( axisDirection, m_axisEnd );
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sliding.limitMax = DotProduct( axisDirection, m_axisEnd );
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if ( sliding.limitMax < sliding.limitMin )
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if ( sliding.limitMax < sliding.limitMin )
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{
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{
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swap( sliding.limitMin, sliding.limitMax );
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V_swap( sliding.limitMin, sliding.limitMax );
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}
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}
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// expand limits to make initial position of the attached object valid
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// expand limits to make initial position of the attached object valid
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@ -4571,7 +4571,7 @@ void CPropDoorRotating::Spawn()
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// that the model already be set.
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// that the model already be set.
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if ( IsHingeOnLeft() )
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if ( IsHingeOnLeft() )
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{
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{
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swap( m_angRotationOpenForward, m_angRotationOpenBack );
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V_swap( m_angRotationOpenForward, m_angRotationOpenBack );
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}
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}
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// Figure out our volumes of movement as this door opens
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// Figure out our volumes of movement as this door opens
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@ -580,7 +580,7 @@ bool CGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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{
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{
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// swap so that lowest is always first
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// swap so that lowest is always first
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swap(collisionGroup0,collisionGroup1);
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V_swap(collisionGroup0,collisionGroup1);
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}
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}
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#ifndef HL2MP
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#ifndef HL2MP
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@ -866,7 +866,7 @@ bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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{
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{
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// swap so that lowest is always first
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// swap so that lowest is always first
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swap(collisionGroup0,collisionGroup1);
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V_swap(collisionGroup0,collisionGroup1);
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}
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}
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if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
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if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
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@ -315,7 +315,7 @@ bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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if ( collisionGroup0 > collisionGroup1 )
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{
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{
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// swap so that lowest is always first
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// swap so that lowest is always first
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swap(collisionGroup0,collisionGroup1);
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V_swap(collisionGroup0,collisionGroup1);
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}
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}
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//Don't stand on COLLISION_GROUP_WEAPON
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//Don't stand on COLLISION_GROUP_WEAPON
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@ -362,7 +362,7 @@ STRIPLIST::iterator FindBestCachedStrip(STRIPLIST *pstriplist,
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// make sure we keep the list in order and always pull off
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// make sure we keep the list in order and always pull off
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// the first dude.
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// the first dude.
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if(istriplistbest != pstriplist->begin())
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if(istriplistbest != pstriplist->begin())
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swap(*istriplistbest, *pstriplist->begin());
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V_swap(*istriplistbest, *pstriplist->begin());
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return pstriplist->begin();
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return pstriplist->begin();
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}
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}
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