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Merge branch 'master' into windows
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@@ -126,7 +126,7 @@ void CPhysicsPushedEntities::UnlinkPusherList( int *pPusherHandles )
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{
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for ( int i = m_rgPusher.Count(); --i >= 0; )
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{
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pPusherHandles[i] = ::partition->HideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle() );
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pPusherHandles[i] = partition->HideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle() );
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}
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}
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@@ -134,7 +134,7 @@ void CPhysicsPushedEntities::RelinkPusherList( int *pPusherHandles )
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{
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for ( int i = m_rgPusher.Count(); --i >= 0; )
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{
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::partition->UnhideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle(), pPusherHandles[i] );
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partition->UnhideElement( m_rgPusher[i].m_pEntity->CollisionProp()->GetPartitionHandle(), pPusherHandles[i] );
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}
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}
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@@ -696,7 +696,7 @@ void CPhysicsPushedEntities::GenerateBlockingEntityList()
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Vector vecAbsMins, vecAbsMaxs;
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pPusher->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
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::partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
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partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
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//Go back throught the generated list.
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}
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@@ -736,15 +736,13 @@ void CPhysicsPushedEntities::GenerateBlockingEntityListAddBox( const Vector &vec
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}
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}
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::partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
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partition->EnumerateElementsInBox( PARTITION_ENGINE_NON_STATIC_EDICTS, vecAbsMins, vecAbsMaxs, false, &blockerEnum );
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//Go back throught the generated list.
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}
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}
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#ifdef TF_DLL
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#include "tf_logic_robot_destruction.h"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Gets a list of all entities hierarchically attached to the root
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//-----------------------------------------------------------------------------
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@@ -1843,9 +1841,7 @@ void CBaseEntity::PhysicsStepRunTimestep( float timestep )
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{
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bool wasonground;
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bool inwater;
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#if 0
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bool hitsound = false;
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#endif
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float speed, newspeed, control;
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float friction;
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@@ -1866,12 +1862,10 @@ void CBaseEntity::PhysicsStepRunTimestep( float timestep )
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{
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if ( !( ( GetFlags() & FL_SWIM ) && ( GetWaterLevel() > 0 ) ) )
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{
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#if 0
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if ( GetAbsVelocity()[2] < ( GetCurrentGravity() * -0.1 ) )
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{
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hitsound = true;
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}
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#endif
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if ( !inwater )
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{
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