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// C_NextBot.cpp
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// Client-side implementation of Next generation bot system
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// Author: Michael Booth, April 2005
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "C_NextBot.h"
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#include "debugoverlay_shared.h"
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#include <bitbuf.h>
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#include "viewrender.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#undef NextBot
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ConVar NextBotShadowDist( "nb_shadow_dist", "400" );
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_DT( C_NextBotCombatCharacter, DT_NextBot, NextBotCombatCharacter )
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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C_NextBotCombatCharacter::C_NextBotCombatCharacter()
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{
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// Left4Dead have surfaces too steep for IK to work properly
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m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
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m_shadowType = SHADOWS_SIMPLE;
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m_forcedShadowType = SHADOWS_NONE;
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m_bForceShadowType = false;
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TheClientNextBots().Register( this );
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}
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//-----------------------------------------------------------------------------
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C_NextBotCombatCharacter::~C_NextBotCombatCharacter()
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{
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TheClientNextBots().UnRegister( this );
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}
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//-----------------------------------------------------------------------------
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void C_NextBotCombatCharacter::Spawn( void )
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{
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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void C_NextBotCombatCharacter::UpdateClientSideAnimation()
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{
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if (IsDormant())
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{
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return;
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}
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BaseClass::UpdateClientSideAnimation();
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}
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//--------------------------------------------------------------------------------------------------------
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void C_NextBotCombatCharacter::UpdateShadowLOD( void )
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{
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ShadowType_t oldShadowType = m_shadowType;
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if ( m_bForceShadowType )
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{
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m_shadowType = m_forcedShadowType;
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}
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else
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{
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#ifdef NEED_SPLITSCREEN_INTEGRATION
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
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{
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C_BasePlayer *pl = C_BasePlayer::GetLocalPlayer(hh);
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if ( pl )
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{
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Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer(hh)->GetAbsOrigin();
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#else
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{
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if ( C_BasePlayer::GetLocalPlayer() )
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{
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Vector delta = GetAbsOrigin() - C_BasePlayer::GetLocalPlayer()->GetAbsOrigin();
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#endif
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if ( delta.IsLengthLessThan( NextBotShadowDist.GetFloat() ) )
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{
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m_shadowType = SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
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}
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else
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{
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m_shadowType = SHADOWS_SIMPLE;
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}
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}
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else
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{
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m_shadowType = SHADOWS_SIMPLE;
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}
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}
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}
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if ( oldShadowType != m_shadowType )
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{
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DestroyShadow();
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}
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}
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//--------------------------------------------------------------------------------------------------------
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ShadowType_t C_NextBotCombatCharacter::ShadowCastType( void )
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{
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if ( !IsVisible() )
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return SHADOWS_NONE;
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if ( m_shadowTimer.IsElapsed() )
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{
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m_shadowTimer.Start( 0.15f );
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UpdateShadowLOD();
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}
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return m_shadowType;
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}
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//--------------------------------------------------------------------------------------------------------
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bool C_NextBotCombatCharacter::GetForcedShadowCastType( ShadowType_t* pForcedShadowType ) const
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{
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if ( pForcedShadowType )
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{
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*pForcedShadowType = m_forcedShadowType;
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}
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return m_bForceShadowType;
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}
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//--------------------------------------------------------------------------------------------------------
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/**
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* Singleton accessor.
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* By returning a reference, we guarantee construction of the
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* instance before its first use.
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*/
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C_NextBotManager &TheClientNextBots( void )
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{
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static C_NextBotManager manager;
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return manager;
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}
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//--------------------------------------------------------------------------------------------------------
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C_NextBotManager::C_NextBotManager( void )
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{
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}
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//--------------------------------------------------------------------------------------------------------
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C_NextBotManager::~C_NextBotManager()
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{
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}
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//--------------------------------------------------------------------------------------------------------
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void C_NextBotManager::Register( C_NextBotCombatCharacter *bot )
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{
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m_botList.AddToTail( bot );
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}
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//--------------------------------------------------------------------------------------------------------
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void C_NextBotManager::UnRegister( C_NextBotCombatCharacter *bot )
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{
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m_botList.FindAndRemove( bot );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_NextBotManager::SetupInFrustumData( void )
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{
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#ifdef ENABLE_AFTER_INTEGRATION
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// Done already this frame.
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if ( IsInFrustumDataValid() )
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return true;
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// Can we use the view data yet?
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if ( !FrustumCache()->IsValid() )
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return false;
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// Get the number of active bots.
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int nBotCount = m_botList.Count();
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// Reset.
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for ( int iBot = 0; iBot < nBotCount; ++iBot )
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{
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// Get the current bot.
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C_NextBotCombatCharacter *pBot = m_botList[iBot];
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if ( !pBot )
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continue;
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pBot->InitFrustumData();
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}
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( iSlot )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( iSlot );
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// Get the active local player.
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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continue;
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for ( int iBot = 0; iBot < nBotCount; ++iBot )
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{
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// Get the current bot.
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C_NextBotCombatCharacter *pBot = m_botList[iBot];
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if ( !pBot )
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continue;
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// Are we in the view frustum?
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Vector vecMin, vecMax;
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pBot->CollisionProp()->WorldSpaceAABB( &vecMin, &vecMax );
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bool bInFrustum = !FrustumCache()->m_Frustums[iSlot].CullBox( vecMin, vecMax );
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if ( bInFrustum )
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{
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Vector vecSegment;
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VectorSubtract( pBot->GetAbsOrigin(), pPlayer->GetAbsOrigin(), vecSegment );
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float flDistance = vecSegment.LengthSqr();
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if ( flDistance < pBot->GetInFrustumDistanceSqr() )
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{
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pBot->SetInFrustumDistanceSqr( flDistance );
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}
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pBot->SetInFrustum( true );
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}
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}
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}
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// Mark as setup this frame.
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m_nInFrustumFrame = gpGlobals->framecount;
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#endif
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return true;
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}
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//--------------------------------------------------------------------------------------------------------
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