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@@ -6586,7 +6586,7 @@ void CAI_BaseNPC::SetupVPhysicsHull()
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#endif
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IPhysicsShadowController *pController = pPhysObj->GetShadowController();
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float avgsize = (WorldAlignSize().x + WorldAlignSize().y) * 0.5;
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pController->SetTeleportDistance( avgsize * 0.5 );
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//pController->SetTeleportDistance( avgsize * 0.5 );
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m_bCheckContacts = true;
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}
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}
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@@ -6598,6 +6598,8 @@ void CAI_BaseNPC::SetupVPhysicsHull()
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ConVar ai_auto_contact_solver( "ai_auto_contact_solver", "1" );
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void CAI_BaseNPC::CheckPhysicsContacts()
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{
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return;
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if ( gpGlobals->frametime <= 0.0f || !ai_auto_contact_solver.GetBool() )
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return;
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@@ -6616,6 +6618,8 @@ void CAI_BaseNPC::CheckPhysicsContacts()
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while ( pSnapshot->IsValid() )
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{
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IPhysicsObject *pOther = pSnapshot->GetObject(1);
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if( !pOther )
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continue;
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pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
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if ( pOtherEntity && pGroundEntity != pOtherEntity )
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