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Remove unneeded variables
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@ -220,8 +220,6 @@ void CGhost::RenderGhostHook(CGhostCharacter Player, CGhostCharacter Prev)
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float IntraTick = Client()->PredIntraGameTick();
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float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;
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vec2 Direction = GetDirection((int)(Angle*256.0f));
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vec2 Pos = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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vec2 HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
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@ -436,7 +436,6 @@ void CCollision::GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed)
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{
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if(Index < 0 || !m_pSpeedup)
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return;
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vec2 Direction = vec2(1, 0);
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float Angle = m_pSpeedup[Index].m_Angle * (pi / 180.0f);
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*Force = m_pSpeedup[Index].m_Force;
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*Dir = vec2(cos(Angle), sin(Angle));
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@ -85,7 +85,6 @@ void CProjectile::Tick()
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vec2 CurPos = GetPos(Ct);
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vec2 ColPos;
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vec2 NewPos;
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vec2 Speed = CurPos - PrevPos;
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int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false);
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CCharacter *pOwnerChar = 0;
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@ -242,8 +242,6 @@ CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotTh
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std::list<class CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis)
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{
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std::list< CCharacter * > listOfChars;
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// Find other players
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vec2 LineDir = normalize(Pos1-Pos0);
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CCharacter *pChr = (CCharacter *)FindFirst(CGameWorld::ENTTYPE_CHARACTER);
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for(; pChr; pChr = (CCharacter *)pChr->TypeNext())
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