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https://gitlab.com/veloren/veloren.git
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Cleaned up some extra imports and debug code
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ca022a1d1b
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@ -1409,8 +1409,7 @@ impl PlayState for SessionState {
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.get(player_entity)
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.get(player_entity)
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.copied()
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.copied()
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.unwrap();
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.unwrap();
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// self.scene.debug.add_shape(crate::scene::DebugShape::Line([aim_point,
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// (player_pos.0 + Vec3 { x: 0.0, y: 0.0, z: 1000.0 })]));
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drop(client);
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drop(client);
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aim_point - (player_pos.0 + body_offsets)
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aim_point - (player_pos.0 + body_offsets)
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} else {
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} else {
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@ -1,7 +1,4 @@
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use core::prelude::v1;
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use specs::{Join, LendJoin, WorldExt};
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use specs::{Join, LendJoin, WorldExt};
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use tracing::{debug, info};
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use vek::*;
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use vek::*;
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use client::{self, Client};
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use client::{self, Client};
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@ -17,8 +14,6 @@ use common::{
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};
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};
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use common_base::span;
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use common_base::span;
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use crate::scene::Scene;
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#[derive(Clone, Copy, Debug)]
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#[derive(Clone, Copy, Debug)]
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pub struct Target<T> {
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pub struct Target<T> {
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pub kind: T,
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pub kind: T,
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@ -356,17 +351,15 @@ fn closest_line_seg_line_seg(
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let p3 = Vec3::new(p3.x as f64, p3.y as f64, p3.z as f64);
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let p3 = Vec3::new(p3.x as f64, p3.y as f64, p3.z as f64);
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let p4 = Vec3::new(p4.x as f64, p4.y as f64, p4.z as f64);
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let p4 = Vec3::new(p4.x as f64, p4.y as f64, p4.z as f64);
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let P1 = p1;
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let d1 = p2 - p1;
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let P2 = p3;
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let d2 = p4 - p3;
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let V1 = p2 - p1;
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let d21 = p3 - p1;
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let V2 = p4 - p3;
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let V21 = P2 - P1;
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let v22 = V2.dot(V2);
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let v22 = d2.dot(d2);
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let v11 = V1.dot(V1);
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let v11 = d1.dot(d1);
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let v21 = V2.dot(V1);
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let v21 = d2.dot(d1);
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let v21_1 = V21.dot(V1);
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let v21_1 = d21.dot(d1);
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let v21_2 = V21.dot(V2);
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let v21_2 = d21.dot(d2);
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let denom = v21 * v21 - v22 * v11;
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let denom = v21 * v21 - v22 * v11;
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@ -382,13 +375,8 @@ fn closest_line_seg_line_seg(
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let (s, t) = (s.clamp(0.0, 1.0), t.clamp(0.0, 1.0));
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let (s, t) = (s.clamp(0.0, 1.0), t.clamp(0.0, 1.0));
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if s == 0.0 {
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let p_a = p1 + s * d1;
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info!("p3: {}, p4: {}", p3, p4);
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let p_b = p3 + t * d2;
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info!("s: {}, t: {}", s, t);
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}
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let p_a = P1 + s * V1;
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let p_b = P2 + t * V2;
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(
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(
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Vec3::new(p_a.x as f32, p_a.y as f32, p_a.z as f32),
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Vec3::new(p_a.x as f32, p_a.y as f32, p_a.z as f32),
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