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https://github.com/nillerusr/source-engine.git
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add source-sdk-2013
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@@ -7710,9 +7710,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
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if (!pEnemy || !pEnemy->IsAlive())
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{
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if ( pEnemy )
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{
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DbgEnemyMsg( this, " %s rejected: dead\n", pEnemy->GetDebugName() );
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}
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continue;
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}
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@@ -7787,9 +7785,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
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{
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DbgEnemyMsg( this, " %s accepted (1)\n", pEnemy->GetDebugName() );
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if ( pBestEnemy )
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{
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DbgEnemyMsg( this, " (%s displaced)\n", pBestEnemy->GetDebugName() );
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}
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iBestPriority = IRelationPriority ( pEnemy );
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iBestDistSq = (pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
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@@ -7803,9 +7799,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
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{
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DbgEnemyMsg( this, " %s accepted\n", pEnemy->GetDebugName() );
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if ( pBestEnemy )
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{
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DbgEnemyMsg( this, " (%s displaced due to priority, %d > %d )\n", pBestEnemy->GetDebugName(), IRelationPriority( pEnemy ), iBestPriority );
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}
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// this entity is disliked MORE than the entity that we
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// currently think is the best visible enemy. No need to do
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// a distance check, just get mad at this one for now.
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@@ -7939,9 +7933,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
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DbgEnemyMsg( this, " %s accepted\n", pEnemy->GetDebugName() );
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if ( pBestEnemy )
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{
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DbgEnemyMsg( this, " (%s displaced due to distance/visibility)\n", pBestEnemy->GetDebugName() );
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}
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fBestSeen = fCurSeen;
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fBestVisible = fCurVisible;
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iBestDistSq = iDistSq;
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@@ -7950,9 +7942,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
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bBestUnreachable = bUnreachable;
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}
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else
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{
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DbgEnemyMsg( this, " %s rejected: lower priority\n", pEnemy->GetDebugName() );
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}
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}
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DbgEnemyMsg( this, "} == %s\n", pBestEnemy->GetDebugName() );
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@@ -8043,7 +8033,6 @@ float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
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{
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vecProjection.x = -vecTarget.y;
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vecProjection.y = vecTarget.x;
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vecProjection.z = 0;
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return UTIL_VecToYaw( vecProjection - GetLocalOrigin() );
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}
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@@ -8051,7 +8040,6 @@ float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
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{
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vecProjection.x = vecTarget.y;
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vecProjection.y = vecTarget.x;
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vecProjection.z = 0;
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return UTIL_VecToYaw( vecProjection - GetLocalOrigin() );
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}
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