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Jun 20th, 2018
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  1. if (TR_DidHit(trace))
  2. {
  3. TR_GetEndPosition(fPos, trace);
  4.  
  5. while (IsPlayerStuck(fPos, client) && !failed)
  6. {
  7. SubtractVectors(fPos, fBackwards, fPos);
  8.  
  9. if (GetVectorDistance(fPos, fOrigin) < 10 || loopLimit-- < 1)
  10. {
  11. failed = true;
  12. fPos = fOrigin;
  13. }
  14. }
  15.  
  16. while (GetVectorDistance(fPos, fOrigin) > 1000)
  17. {
  18. SubtractVectors(fPos, fBackwards, fPos);
  19.  
  20. if (GetVectorDistance(fPos, fOrigin) < 10 || loopLimit-- < 1)
  21. {
  22. failed = true;
  23. fPos = fOrigin;
  24. }
  25. }
  26.  
  27. }
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