fix: crash on predicted node index use after wiped
refactor: reworked prediction to calc prediction for all bots at one job, instead of firing it for every bot
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parent
5ce2032acd
commit
93d9187f6d
12 changed files with 205 additions and 182 deletions
139
src/vision.cpp
139
src/vision.cpp
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@ -138,13 +138,14 @@ void Bot::updateAimDir () {
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m_lookAtPredict = nullptr;
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};
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auto isPredictedIndexApplicable = [this] () -> bool {
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int pathLength = m_lastPredictLength;
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int predictNode = m_lastPredictIndex;
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int pathLength = m_lastPredictLength;
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int predictNode = m_lastPredictIndex;
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auto isPredictedIndexApplicable = [&] () -> bool {
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if (predictNode != kInvalidNodeIndex) {
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if (!vistab.visible (m_currentNodeIndex, predictNode) || !vistab.visible (m_previousNodes[0], predictNode)) {
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predictNode = kInvalidNodeIndex;
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pathLength = kInfiniteDistanceLong;
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}
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}
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return predictNode != kInvalidNodeIndex && pathLength < cv_max_nodes_for_predict.int_ ();
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@ -152,7 +153,7 @@ void Bot::updateAimDir () {
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if (changePredictedEnemy) {
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if (isPredictedIndexApplicable ()) {
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m_lookAtPredict = graph[m_lastPredictIndex].origin;
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m_lookAtPredict = graph[predictNode].origin;
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m_timeNextTracking = game.time () + rg.get (0.5f, 1.0f);
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m_trackingEdict = m_lastEnemy;
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@ -183,7 +184,7 @@ void Bot::updateAimDir () {
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m_lookAt = m_destOrigin;
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if (m_moveToGoal && m_seeEnemyTime + 4.0f < game.time () && !m_isStuck && m_moveSpeed > getShiftSpeed () && !(pev->button & IN_DUCK) && m_currentNodeIndex != kInvalidNodeIndex && !(m_pathFlags & (NodeFlag::Ladder | NodeFlag::Crouch)) && m_pathWalk.hasNext () && pev->origin.distanceSq (m_destOrigin) < cr::sqrf (512.0f)) {
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auto nextPathIndex = m_pathWalk.next ();
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const auto nextPathIndex = m_pathWalk.next ();
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if (vistab.visible (m_currentNodeIndex, nextPathIndex)) {
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m_lookAt = graph[nextPathIndex].origin + pev->view_ofs;
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@ -276,55 +277,6 @@ void Bot::checkDarkness () {
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m_checkDarkTime = game.time () + rg.get (2.0f, 4.0f);
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}
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void Bot::calculateFrustum () {
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// this function updates bot view frustum
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Vector forward, right, up;
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pev->v_angle.angleVectors (&forward, &right, &up);
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static Vector fc, nc, fbl, fbr, ftl, ftr, nbl, nbr, ntl, ntr;
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fc = getEyesPos () + forward * frustum.MaxView;
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nc = getEyesPos () + forward * frustum.MinView;
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fbl = fc + (up * frustum.farHeight * 0.5f) - (right * frustum.farWidth * 0.5f);
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fbr = fc + (up * frustum.farHeight * 0.5f) + (right * frustum.farWidth * 0.5f);
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ftl = fc - (up * frustum.farHeight * 0.5f) - (right * frustum.farWidth * 0.5f);
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ftr = fc - (up * frustum.farHeight * 0.5f) + (right * frustum.farWidth * 0.5f);
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nbl = nc + (up * frustum.nearHeight * 0.5f) - (right * frustum.nearWidth * 0.5f);
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nbr = nc + (up * frustum.nearHeight * 0.5f) + (right * frustum.nearWidth * 0.5f);
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ntl = nc - (up * frustum.nearHeight * 0.5f) - (right * frustum.nearWidth * 0.5f);
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ntr = nc - (up * frustum.nearHeight * 0.5f) + (right * frustum.nearWidth * 0.5f);
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auto setPlane = [&] (FrustumSide side, const Vector &v1, const Vector &v2, const Vector &v3) {
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auto &plane = m_frustum[side];
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plane.normal = ((v2 - v1) ^ (v3 - v1)).normalize ();
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plane.point = v2;
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plane.result = -(plane.normal | plane.point);
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};
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setPlane (FrustumSide::Top, ftl, ntl, ntr);
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setPlane (FrustumSide::Bottom, fbr, nbr, nbl);
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setPlane (FrustumSide::Left, fbl, nbl, ntl);
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setPlane (FrustumSide::Right, ftr, ntr, nbr);
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setPlane (FrustumSide::Near, nbr, ntr, ntl);
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setPlane (FrustumSide::Far, fbl, ftl, ftr);
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}
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bool Bot::isEnemyInFrustum (edict_t *enemy) {
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const Vector &origin = enemy->v.origin - Vector (0.0f, 0.0f, 5.0f);
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for (auto &plane : m_frustum) {
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if (!util.isObjectInsidePlane (plane, origin, 60.0f, 16.0f)) {
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return false;
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}
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}
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return true;
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}
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void Bot::updateBodyAngles () {
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// set the body angles to point the gun correctly
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pev->angles.x = -pev->v_angle.x * (1.0f / 3.0f);
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@ -333,21 +285,10 @@ void Bot::updateBodyAngles () {
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pev->angles.clampAngles ();
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// calculate frustum plane data here, since look angles update functions call this last one
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calculateFrustum ();
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frustum.calculate (m_viewFrustum, pev->v_angle, getEyesPos ());
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}
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void Bot::updateLookAngles () {
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worker.enqueue ([this] () {
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syncUpdateLookAngles ();
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});
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}
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void Bot::syncUpdateLookAngles () {
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if (!m_lookAnglesLock.tryLock ()) {
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return; // allow only single instance of syncUpdateLookAngles per-bot
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}
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ScopedUnlock <Mutex> unlock (m_lookAnglesLock);
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const float delta = cr::clamp (game.time () - m_lookUpdateTime, cr::kFloatEqualEpsilon, kViewFrameUpdate);
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m_lookUpdateTime = game.time ();
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@ -364,10 +305,11 @@ void Bot::syncUpdateLookAngles () {
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return;
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}
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const float aimSkill = cr::clamp (static_cast <float> (m_difficulty), 1.0f, 4.0f) * 25.0f;
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float accelerate = 3000.0f;
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float stiffness = 200.0f;
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float damping = 25.0f;
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float accelerate = aimSkill * 30.0f;
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float stiffness = aimSkill * 2.0f;
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float damping = aimSkill * 0.25f;
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if (((m_aimFlags & (AimFlags::Enemy | AimFlags::Entity | AimFlags::Grenade)) || m_wantsToFire) && m_difficulty > Difficulty::Normal) {
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if (m_difficulty == Difficulty::Expert) {
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@ -381,7 +323,7 @@ void Bot::syncUpdateLookAngles () {
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const float angleDiffPitch = cr::anglesDifference (direction.x, m_idealAngles.x);
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const float angleDiffYaw = cr::anglesDifference (direction.y, m_idealAngles.y);
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if (angleDiffYaw < 1.0f && angleDiffYaw > -1.0f) {
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if (cr::abs (angleDiffYaw) < 1.0f) {
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m_lookYawVel = 0.0f;
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m_idealAngles.y = direction.y;
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}
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@ -480,3 +422,60 @@ void Bot::updateLookAnglesNewbie (const Vector &direction, float delta) {
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pev->v_angle = pev->v_angle + delta * Vector (m_aimSpeed.x, m_aimSpeed.y, 0.0f);
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pev->v_angle.clampAngles ();
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}
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bool Frustum::isObjectInsidePlane (const Plane &plane, const Vector ¢er, float height, float radius) const {
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auto isPointInsidePlane = [&] (const Vector &point) -> bool {
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return plane.result + (plane.normal | point) >= 0.0f;
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};
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const Vector &test = plane.normal.get2d ();
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const Vector &top = center + Vector (0.0f, 0.0f, height * 0.5f) + test * radius;
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const Vector &bottom = center - Vector (0.0f, 0.0f, height * 0.5f) + test * radius;
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return isPointInsidePlane (top) || isPointInsidePlane (bottom);
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}
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void Frustum::calculate (Planes &planes, const Vector &viewAngle, const Vector &viewOffset) {
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Vector forward, right, up;
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viewAngle.angleVectors (&forward, &right, &up);
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auto fc = viewOffset + forward * kMaxViewDistance;
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auto nc = viewOffset + forward * kMinViewDistance;
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auto fbl = fc + (up * m_farHeight * 0.5f) - (right * m_farWidth * 0.5f);
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auto fbr = fc + (up * m_farHeight * 0.5f) + (right * m_farWidth * 0.5f);
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auto ftl = fc - (up * m_farHeight * 0.5f) - (right * m_farWidth * 0.5f);
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auto ftr = fc - (up * m_farHeight * 0.5f) + (right * m_farWidth * 0.5f);
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auto nbl = nc + (up * m_nearHeight * 0.5f) - (right * m_nearWidth * 0.5f);
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auto nbr = nc + (up * m_nearHeight * 0.5f) + (right * m_nearWidth * 0.5f);
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auto ntl = nc - (up * m_nearHeight * 0.5f) - (right * m_nearWidth * 0.5f);
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auto ntr = nc - (up * m_nearHeight * 0.5f) + (right * m_nearWidth * 0.5f);
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auto setPlane = [&] (PlaneSide side, const Vector &v1, const Vector &v2, const Vector &v3) {
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auto &plane = planes[static_cast <int> (side)];
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plane.normal = ((v2 - v1) ^ (v3 - v1)).normalize ();
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plane.point = v2;
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plane.result = -(plane.normal | plane.point);
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};
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setPlane (PlaneSide::Top, ftl, ntl, ntr);
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setPlane (PlaneSide::Bottom, fbr, nbr, nbl);
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setPlane (PlaneSide::Left, fbl, nbl, ntl);
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setPlane (PlaneSide::Right, ftr, ntr, nbr);
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setPlane (PlaneSide::Near, nbr, ntr, ntl);
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setPlane (PlaneSide::Far, fbl, ftl, ftr);
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}
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bool Frustum::check (const Planes &planes, edict_t *ent) const {
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constexpr auto kOffset = Vector (0.0f, 0.0f, 5.0f);
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const Vector &origin = ent->v.origin - kOffset;
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for (const auto &plane : planes) {
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if (!isObjectInsidePlane (plane, origin, 60.0f, 16.0f)) {
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return false;
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}
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}
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return true;
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}
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