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Use Vector3D for capsule and hemisphere radius.
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@ -219,7 +219,7 @@ void DrawOverlay(OverlayBase_t* pOverlay)
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VectorAngles(pCapsule->end, pCapsule->start, angles);
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AngleInverse(angles, angles);
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DebugDrawCapsule(pCapsule->start, angles, 100, pCapsule->start.DistTo(pCapsule->end), Color(pCapsule->r, pCapsule->g, pCapsule->b, pCapsule->a), true);
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DebugDrawCapsule(pCapsule->start, angles, pCapsule->radius, pCapsule->start.DistTo(pCapsule->end), Color(pCapsule->r, pCapsule->g, pCapsule->b, pCapsule->a), true);
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break;
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}
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case OverlayType_t::OVERLAY_UNK0:
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@ -109,7 +109,7 @@ void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flR
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// |----|----|
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// "-..|..-" --> +x
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//-----------------------------------------------------------------------------
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void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, float flRadius, float flHeight, Color color, bool bZBuffer)
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void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, const Vector3D& vRadius, float flHeight, Color color, bool bZBuffer)
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{
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int nSides = 4;
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float flDegrees = 360.0 / float(nSides);
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@ -124,7 +124,7 @@ void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, float flRad
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{
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AngleCompose(vAngles, { 0, flDegrees * i, 0 }, vComposed);
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AngleVectors(vComposed, &vForward);
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vvPoints.push_back(vStart + (vForward * flRadius));
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vvPoints.push_back(vStart + (vForward * vRadius));
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}
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for (int i = 0; i < nSides; i++)
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@ -135,8 +135,8 @@ void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, float flRad
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AngleCompose(vAngles, { 180, 180, 0 }, vHemi);
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DebugDrawHemiSphere(vStart + (vUp * flHeight), vAngles, flRadius, color, 16, bZBuffer);
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DebugDrawHemiSphere(vStart, vHemi, flRadius, color, 16, bZBuffer);
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DebugDrawHemiSphere(vStart + (vUp * flHeight), vAngles, vRadius, color, 16, bZBuffer);
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DebugDrawHemiSphere(vStart, vHemi, vRadius, color, 16, bZBuffer);
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}
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//-----------------------------------------------------------------------------
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@ -171,7 +171,7 @@ void DebugDrawSphere(const Vector3D& vOrigin, float flRadius, Color color, int n
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// / | \ /--> +r
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// | <----( )---->-|/ --> +x
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//-----------------------------------------------------------------------------
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void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, float flRadius, Color color, int nSegments, bool bZBuffer)
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void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, const Vector3D& vRadius, Color color, int nSegments, bool bZBuffer)
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{
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bool bFirstLoop = true;
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@ -194,10 +194,10 @@ void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, float f
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AngleVectors(vComposed[2], &vForward[2]);
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AngleVectors(vComposed[3], &vForward[3]);
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vEnd[0] = vOrigin + (vForward[0] * flRadius);
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vEnd[1] = vOrigin + (vForward[1] * flRadius);
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vEnd[2] = vOrigin + (vForward[2] * flRadius);
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vEnd[3] = vOrigin + (vForward[3] * flRadius);
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vEnd[0] = vOrigin + (vForward[0] * vRadius);
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vEnd[1] = vOrigin + (vForward[1] * vRadius);
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vEnd[2] = vOrigin + (vForward[2] * vRadius);
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vEnd[3] = vOrigin + (vForward[3] * vRadius);
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if (!bFirstLoop)
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{
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@ -4,9 +4,9 @@
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void DebugDrawBox(const Vector3D& vOrigin, const QAngle& vAngles, const Vector3D& vMins, const Vector3D& vMaxs, Color color, bool bZBuffer);
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void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flRadius, float flHeight, Color color, int nSides = 16, bool bZBuffer = false);
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void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, float flRadius, float flHeight, Color color, bool bZBuffer = false);
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void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, const Vector3D& vRadius, float flHeight, Color color, bool bZBuffer = false);
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void DebugDrawSphere(const Vector3D& vOrigin, float flRadius, Color color, int nSegments = 16, bool bZBuffer = false);
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void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, float flRadius, Color color, int nSegments = 16, bool bZBuffer = false);
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void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, const Vector3D& vRadius, Color color, int nSegments = 16, bool bZBuffer = false);
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void DebugDrawCircle(const Vector3D& vOrigin, const QAngle& vAngles, float flRadius, Color color, int nSegments = 16, bool bZBuffer = false);
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void DebugDrawSquare(const Vector3D& vOrigin, const QAngle& vAngles, float flSquareSize, Color color, bool bZBuffer = false);
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void DebugDrawTriangle(const Vector3D& vOrigin, const QAngle& vAngles, float flTriangleSize, Color color, bool bZBuffer = false);
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