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https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
Replace 1e24 with 1e16 to avoid float overflow
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977bac3205
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cb04a1e451
@ -2788,7 +2788,7 @@ int CFastPointLeafNum::GetLeaf( const Vector &vPos )
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m_vCachedPos = vPos;
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CCollisionBSPData *pBSPData = GetCollisionBSPData();
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m_flDistToExitLeafSqr = 1e24;
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m_flDistToExitLeafSqr = 1e16;
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m_iCachedLeaf = CM_PointLeafnumMinDistSqr_r( pBSPData, vPos, 0, m_flDistToExitLeafSqr );
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}
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@ -102,8 +102,8 @@ inline CVertIndex CDispInfo::IndexToVert( int index ) const
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void CDispInfo::UpdateBoundingBox()
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{
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m_BBoxMin.Init( 1e24, 1e24, 1e24 );
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m_BBoxMax.Init( -1e24, -1e24, -1e24 );
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m_BBoxMin.Init( 1e16, 1e16, 1e16 );
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m_BBoxMax.Init( -1e16, -1e16, -1e16 );
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for( int i=0; i < NumVerts(); i++ )
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{
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@ -793,7 +793,7 @@ CDispInfo::CDispInfo()
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m_pPowerInfo = NULL;
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m_ViewerSphereCenter.Init( 1e24, 1e24, 1e24 );
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m_ViewerSphereCenter.Init( 1e16, 1e16, 1e16 );
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m_bInUse = false;
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@ -995,7 +995,7 @@ int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vecPoint )
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CDispUtilsHelper *pDispHelper = pDisp;
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int iClosest = 0;
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float flClosest = 1e24;
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float flClosest = 1e16;
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for ( int iCorner = 0; iCorner < 4; ++iCorner )
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{
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@ -122,8 +122,8 @@ struct portalclip_t
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static inline bool GetPortalScreenExtents( dareaportal_t *pPortal,
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portalclip_t * RESTRICT clip, CPortalRect &portalRect , float *pReflectionWaterHeight )
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{
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portalRect.left = portalRect.bottom = 1e24;
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portalRect.right = portalRect.top = -1e24;
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portalRect.left = portalRect.bottom = 1e16;
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portalRect.right = portalRect.top = -1e16;
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bool bValidExtents = false;
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worldbrushdata_t *pBrushData = host_state.worldbrush;
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@ -150,8 +150,8 @@ C_SteamJet::C_SteamJet()
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m_bFaceLeft = false;
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m_ParticleEffect.SetAlwaysSimulate( false ); // Don't simulate outside the PVS or frustum.
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m_vLastRampUpdatePos.Init( 1e24, 1e24, 1e24 );
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m_vLastRampUpdateAngles.Init( 1e24, 1e24, 1e24 );
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m_vLastRampUpdatePos.Init( 1e16, 1e16, 1e16 );
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m_vLastRampUpdateAngles.Init( 1e16, 1e16, 1e16 );
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}
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@ -125,8 +125,8 @@ inline CParticleRenderIterator::CParticleRenderIterator()
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m_bGotFirst = false;
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m_flPrevZ = 0;
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m_nParticlesInCurrentBatch = 0;
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m_MinZ = 1e24;
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m_MaxZ = -1e24;
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m_MinZ = 1e16;
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m_MaxZ = -1e16;
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m_nZCoords = 0;
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}
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@ -173,7 +173,7 @@ void CMCVMinimapPanel::OnMousePressed( vgui::MouseCode code )
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// Find the closest MCV to their mouse press.
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int iClosest = -1;
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float flClosest = 1e24;
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float flClosest = 1e16;
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Vector2D curMousePos( m_LastX, m_LastY );
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for ( int i=0; i < pPanel->m_DeployedTeleportStations.Count(); i++ )
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@ -79,7 +79,7 @@ IPhysicsObject *PhysModelCreateCustom( C_BaseEntity *pEntity, const CPhysCollide
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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int surfaceProp = -1;
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if ( props && props[0] )
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{
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@ -8014,7 +8014,7 @@ void CBasePlayer::SetupVPhysicsShadow( const Vector &vecAbsOrigin, const Vector
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Q_strncpy( solid.surfaceprop, "player", sizeof(solid.surfaceprop) );
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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solid.params.enableCollisions = false;
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//disable drag
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solid.params.dragCoefficient = 0;
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@ -74,7 +74,7 @@ bool COrderHeal::CreateOrder( CPlayerClass *pClass )
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ORDER_HEAL,
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pTeam->GetPlayer( sorted[0] ),
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pClass->GetPlayer(),
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1e24,
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1e16,
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60,
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pOrder );
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@ -157,7 +157,7 @@ bool OrderCreator_ResourceZoneObject(
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ORDER_BUILD,
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pClosest,
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pPlayer,
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1e24,
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1e16,
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60,
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pOrder
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);
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@ -95,7 +95,7 @@ bool COrderKillMortarGuy::CreateOrder( CPlayerClass *pClass )
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ORDER_KILL,
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pBrian,
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pClass->GetPlayer(),
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1e24,
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1e16,
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60,
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pOrder
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);
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@ -61,7 +61,7 @@ bool COrderMortarAttack::CreateOrder( CPlayerClass *pClass )
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ORDER_MORTAR_ATTACK,
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pEnt,
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pPlayer,
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1e24,
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1e16,
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40,
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pOrder
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);
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@ -91,7 +91,7 @@ bool COrderRepair::CreateOrder_RepairFriendlyObjects( CPlayerClassDefender *pCla
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ORDER_REPAIR,
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pObjToHeal,
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pPlayer,
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1e24,
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1e16,
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60,
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pOrder
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);
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@ -130,7 +130,7 @@ bool COrderRepair::CreateOrder_RepairOwnObjects( CPlayerClass *pClass )
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ORDER_REPAIR,
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pObj,
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info.m_pPlayer,
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1e24,
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1e16,
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60,
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pOrder
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);
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@ -177,7 +177,7 @@ void CObjectBarbedWire::StartPlacement( CBaseTFPlayer *pPlayer )
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if ( pPlayer && !m_hConnectedTo )
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{
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// Automatically connect to the nearest barbed wire on our team.
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float flClosest = 1e24;
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float flClosest = 1e16;
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CObjectBarbedWire *pClosest = NULL;
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CBaseEntity *pCur = gEntList.FirstEnt();
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@ -1041,7 +1041,7 @@ void CPlayerClass::InitVCollision( void )
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solid_t solid;
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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solid.params.enableCollisions = false;
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//disable drag
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solid.params.dragCoefficient = 0;
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@ -145,7 +145,7 @@ public:
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int iOrderType,
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CBaseEntity *pTarget,
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CBaseTFPlayer *pPlayer = NULL,
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float flDistanceToRemove = 1e24,
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float flDistanceToRemove = 1e16,
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float flLifetime = 60,
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COrder *pDefaultOrder = NULL // If this is specified, then it is used instead of
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// asking COrder to allocate an order.
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@ -478,7 +478,7 @@ void PhysGetDefaultAABBSolid( solid_t &solid )
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{
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solid.params = g_PhysDefaultObjectParams;
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solid.params.mass = 85.0f;
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solid.params.inertia = 1e24f;
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solid.params.inertia = 1e16f;
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Q_strncpy( solid.surfaceprop, "default", sizeof( solid.surfaceprop ) );
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}
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@ -770,8 +770,8 @@ void ClearNeighborData( CCoreDispInfo *pDisp )
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void GetDispBox( CCoreDispInfo *pDisp, CDispBox &box )
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{
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// Calculate the bbox for this displacement.
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Vector vMin( 1e24, 1e24, 1e24 );
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Vector vMax( -1e24, -1e24, -1e24 );
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Vector vMin( 1e16, 1e16, 1e16 );
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Vector vMax( -1e16, -1e16, -1e16 );
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for ( int iVert = 0; iVert < 4; ++iVert )
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{
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@ -311,7 +311,7 @@ CPositionInterpolator_Rope::CPositionInterpolator_Rope()
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m_nSegments = 5;
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for( int i=0; i < 2; i++ )
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m_Delegate.m_CurEndPoints[i] = Vector( 1e24, 1e24, 1e24 );
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m_Delegate.m_CurEndPoints[i] = Vector( 1e16, 1e16, 1e16 );
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}
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void CPositionInterpolator_Rope::Release()
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@ -65,7 +65,7 @@ static void BuildVertMap( vertmap_t &out, const Vector *pVerts, int vertexCount,
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int index = -1;
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Vector tmp;
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ConvertPositionToHL( &pVertList[ivpIndex], tmp);
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float minDist = 1e24;
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float minDist = 1e16;
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for ( int k = 0; k < vertexCount; k++ )
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{
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float dist = (tmp-pVerts[k]).Length();
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@ -1231,7 +1231,7 @@ loop_without_store:
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const IVP_Compact_Ledgetree_Node *node0 = node->left_son();
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center.set(node0->center.k);
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// if we don't insert, this is larger than any quad distance
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float lastDist = 1e24f;
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float lastDist = 1e16f;
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if ( SweepHitsSphereOS( ¢er, node0->radius ) )
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{
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lastDist = m_rayStartOS.quad_distance_to(¢er);
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@ -2073,7 +2073,7 @@ inline float Clip( const Vector &dir, const Vector &pos, const Vector &normal )
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return dist / cosTheta;
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// parallel or not facing the plane
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return 1e24f;
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return 1e16f;
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}
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// This is the first iteration of solving time of intersection.
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@ -2258,7 +2258,7 @@ float simplex_t::ClipRayToTriangle( const Vector &dir, float epsilon )
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}
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float dot = DotProduct( dir, *normals[best] );
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if ( dot <= 0 )
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return 1e24f;
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return 1e16f;
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dmin += epsilon/dot;
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return dmin;
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