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Make more variables private
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@ -382,22 +382,23 @@ public:
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bool Predict() { return g_Config.m_ClPredict && !(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER) && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_pLocalCharacter; }
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bool Predict() { return g_Config.m_ClPredict && !(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER) && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_pLocalCharacter; }
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bool PredictDummy() { return AntiPingPlayers() && Client()->DummyConnected() && m_Snap.m_LocalClientID >= 0 && m_PredictedDummyID >= 0; }
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bool PredictDummy() { return AntiPingPlayers() && Client()->DummyConnected() && m_Snap.m_LocalClientID >= 0 && m_PredictedDummyID >= 0; }
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CGameWorld m_GameWorld;
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CGameWorld m_PredictedWorld;
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CGameWorld m_PrevPredictedWorld;
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private:
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bool m_DDRaceMsgSent[2];
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int m_ShowOthers[2];
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void UpdatePrediction();
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void UpdatePrediction();
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void UpdateRenderedCharacters();
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void UpdateRenderedCharacters();
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void DetectStrongHook();
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void DetectStrongHook();
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vec2 GetSmoothPos(int ClientID);
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vec2 GetSmoothPos(int ClientID);
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CGameWorld m_GameWorld;
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CGameWorld m_PredictedWorld;
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CGameWorld m_PrevPredictedWorld;
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int m_PredictedDummyID;
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int m_PredictedDummyID;
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int m_IsDummySwapping;
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int m_IsDummySwapping;
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CCharOrder m_CharOrder;
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CCharOrder m_CharOrder;
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class CCharacter m_aLastWorldCharacters[MAX_CLIENTS];
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class CCharacter m_aLastWorldCharacters[MAX_CLIENTS];
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private:
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bool m_DDRaceMsgSent[2];
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int m_ShowOthers[2];
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};
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};
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@ -10,6 +10,7 @@
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class CProjectile : public CEntity
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class CProjectile : public CEntity
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{
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{
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friend class CGameWorld;
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friend class CGameWorld;
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friend class CItems;
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public:
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public:
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CProjectile
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CProjectile
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(
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(
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@ -33,7 +34,7 @@ public:
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virtual void Tick();
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virtual void Tick();
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//private:
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private:
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vec2 m_Direction;
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vec2 m_Direction;
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int m_LifeSpan;
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int m_LifeSpan;
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int m_Owner;
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int m_Owner;
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