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Stop re-declaring variables in loop
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ae0310e179
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2 changed files with 9 additions and 8 deletions
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@ -46,8 +46,8 @@ public void OnMapStart() {
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}
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}
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public void OnClientConnected(int client) {
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if(GetClientTeam(client) == 2) {
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public void OnClientPutInGame(int client) {
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if(IsClientInGame(client) && GetClientTeam(client) == 2) {
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bIsSurvivorClient[client] = true;
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}
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}
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@ -71,15 +71,17 @@ public Action CheckTimer(Handle timer) {
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//optimization: Only update player-based positions ever 5 loops (2 * 5 = 10 seconds)
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static int timer_update_pos;
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if(GetClientCount(true) == 0) return Plugin_Continue;
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float pos[3], ang[3], botPos[3], center_distance;
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static float finalPos[3], checkPos[3];
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bool usingMinigun, usingMountedWeapon;
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for(int i = 1; i < MaxClients; i++) {
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if(bIsSurvivorClient[i] && IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && !IsFakeClient(i)) {
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bool usingMinigun = GetEntProp(i, Prop_Send, "m_usingMountedGun", 1) == 1;
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bool usingMountedWeapon = GetEntProp(i, Prop_Send, "m_usingMountedWeapon", 1) == 1;
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usingMinigun = GetEntProp(i, Prop_Send, "m_usingMountedGun", 1) == 1;
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usingMountedWeapon = GetEntProp(i, Prop_Send, "m_usingMountedWeapon", 1) == 1;
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if(usingMinigun || usingMountedWeapon) {
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static float finalPos[3], checkPos[3];
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if(timer_update_pos == 0) {
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float pos[3], ang[3];
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GetClientAbsOrigin(i, pos);
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GetClientEyeAngles(i, ang);
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GetHorizontalPositionFromOrigin(pos, ang, 40.0, checkPos); //get center point of check radius
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@ -88,10 +90,9 @@ public Action CheckTimer(Handle timer) {
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for(int bot = 1; bot < MaxClients; bot++) {
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if(bIsSurvivorClient[bot] && IsClientInGame(bot) && IsFakeClient(bot) && IsPlayerAlive(bot)) {
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float botPos[3];
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GetClientAbsOrigin(bot, botPos);
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float center_distance = GetVectorDistance(checkPos, botPos);
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center_distance = GetVectorDistance(checkPos, botPos);
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if(center_distance <= 70) {
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L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(bot), finalPos[0], finalPos[1], finalPos[2]);
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