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@ -1,4 +1,4 @@
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var scaleMult, f, arrList, ID, _x, _y, xoffNew, lowestPosX, lowestPosY, enemyCount, i, arrData, xDiff, yDiff, sax, spectator, playerState;
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var scaleMult, f, arrList, ID, _x, _y, xoffNew, lowestPosX, lowestPosY, enemyCount, i, arrData, xDiff, yDiff, sax, spectator, playerState, lowestDist, dist;
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if (global.classicmode == 0 && global.opshowhud)
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{
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xoff = 33
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@ -439,8 +439,7 @@ if (global.classicmode == 0 && global.opshowhud)
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draw_set_color(c_white)
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draw_set_halign(fa_left)
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draw_sprite(global.scannerSprite, global.scannerIndex, ((xoffNew + 4) + oControl.widescreen_space), 4)
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lowestPosX = 1000
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lowestPosY = 1000
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lowestDist = 1000
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enemyCount = 0
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for (i = 0; i < ds_list_size(oClient.posData); i++)
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{
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@ -456,21 +455,16 @@ if (global.classicmode == 0 && global.opshowhud)
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xDiff *= 2
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yDiff *= 2
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}
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if ((abs(xDiff) < lowestPosX || abs(yDiff) < lowestPosY) && sax != global.sax && ID != global.clientID)
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dist = max(abs(xDiff), abs(yDiff))
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if (sax != global.sax && ID != global.clientID)
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{
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if spectator
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{
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if sax
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{
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lowestPosX = abs(xDiff)
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lowestPosY = abs(yDiff)
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}
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lowestDist = min(lowestDist, dist)
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}
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else
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{
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lowestPosX = abs(xDiff)
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lowestPosY = abs(yDiff)
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}
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lowestDist = min(lowestDist, dist)
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}
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if (sax != global.sax)
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enemyCount++
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@ -483,36 +477,36 @@ if (global.classicmode == 0 && global.opshowhud)
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}
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if (enemyCount > 0)
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{
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if (abs(lowestPosX) > 5 || abs(lowestPosY) > 5)
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if (lowestDist > 5)
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global.inMusSAXRange = 0
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if (abs(lowestPosX) <= 5 && abs(lowestPosY) <= 5)
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if (lowestDist <= 5)
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global.inMusSAXRange = 1
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if (abs(lowestPosX) > 4 || abs(lowestPosY) > 4)
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if (lowestDist > 4)
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{
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global.enemyNearby = 0
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global.scannerSprite = 1883
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}
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if (abs(lowestPosX) <= 4 && abs(lowestPosY) <= 4)
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if (lowestDist <= 4)
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{
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global.enemyNearby = 0
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global.scannerSpeedMax = 5
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global.scannerSprite = 1882
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}
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if (abs(lowestPosX) <= 3 && abs(lowestPosY) <= 3)
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if (lowestDist <= 3)
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global.enemyNearby = 1
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if (abs(lowestPosX) <= 2 && abs(lowestPosY) <= 2)
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if (lowestDist <= 2)
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{
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global.enemyNearby = 1
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global.scannerSpeedMax = 4
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global.scannerSprite = 1881
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}
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if (abs(lowestPosX) <= 1 && abs(lowestPosY) <= 1)
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if (lowestDist <= 1)
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{
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global.enemyNearby = 1
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global.scannerSpeedMax = 3
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global.scannerSprite = 1880
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}
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if (abs(lowestPosX) == 0 && abs(lowestPosY) == 0)
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if (lowestDist == 0)
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{
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global.enemyNearby = 1
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global.scannerSpeedMax = 2
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