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https://github.com/alliedmodders/hl2sdk.git
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Sync with latest source-sdk-2013.
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@ -7710,7 +7710,9 @@ 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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@ -7785,7 +7787,9 @@ 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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@ -7799,7 +7803,9 @@ 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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@ -7933,7 +7939,9 @@ 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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@ -7942,7 +7950,9 @@ 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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@ -8033,6 +8043,7 @@ 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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@ -8040,6 +8051,7 @@ 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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