changed mind about where tracehulling should be performed
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@ -227,8 +227,6 @@ public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3
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{
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{
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get_new_angles(client, target_enemy[client], angles);
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get_new_angles(client, target_enemy[client], angles);
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}
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}
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if (GetEntProp(client, Prop_Data, "m_nWaterLevel") == 0 && GetEntityMoveType(client) != MOVETYPE_LADDER)
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trace_hulling_bot(client);
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}
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}
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if ((GetEntityMoveType(client) & MOVETYPE_LADDER))
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if ((GetEntityMoveType(client) & MOVETYPE_LADDER))
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@ -719,6 +717,8 @@ public Action recursive_pressing(Handle timer, any data)
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{
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{
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state = 7;
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state = 7;
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}
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}
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if (GetEntProp(client, Prop_Data, "m_nWaterLevel") == 0 && GetEntityMoveType(client) != MOVETYPE_LADDER)
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trace_hulling_bot(client);
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char message[generic_length * 7];
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char message[generic_length * 7];
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Format(message, sizeof(message), "dist_target: %f enemy_distance: %f targeteam: %i state: %i", dist_target, enemy_distance, targeteam, state);
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Format(message, sizeof(message), "dist_target: %f enemy_distance: %f targeteam: %i state: %i", dist_target, enemy_distance, targeteam, state);
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if (specific_bot_player[client] == 1)
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if (specific_bot_player[client] == 1)
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