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Fix NaN in ninja muzzle
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commit
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@ -429,13 +429,22 @@ void CPlayers::RenderPlayer(
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}
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}
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if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
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if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
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{
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{
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vec2 Pos1, Pos0;
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vec2 Dir;
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vec2 Dir;
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if(PredictLocalWeapons)
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if(PredictLocalWeapons)
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Dir = vec2(pPlayerChar->m_X, pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
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Dir = vec2(pPlayerChar->m_X, pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
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else
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else
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Dir = vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y) - vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y);
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Dir = vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y) - vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y);
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Dir = normalize(Dir);
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float HadOkenAngle = 0;
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float HadOkenAngle = GetAngle(Dir);
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if(absolute(Dir.x) > 0.0001f || absolute(Dir.y) > 0.0001f)
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{
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Dir = normalize(Dir);
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HadOkenAngle = GetAngle(Dir);
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}
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else
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{
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Dir = vec2(1, 0);
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}
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Graphics()->QuadsSetRotation(HadOkenAngle);
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Graphics()->QuadsSetRotation(HadOkenAngle);
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int QuadOffset = IteX * 2;
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int QuadOffset = IteX * 2;
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vec2 DirY(-Dir.y, Dir.x);
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vec2 DirY(-Dir.y, Dir.x);
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