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for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
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{
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next = m_LRU.Next(i);
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CBaseAnimating *pRagdoll = m_LRU[i].Get();
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//Just ignore it until we're done burning/dissolving.
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if ( pRagdoll && pRagdoll->GetEffectEntity() )
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continue;
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// ignore if it's not time to force retire this ragdoll
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if ( m_LRU[i].GetForcedRetireTime() == 0.0f || gpGlobals->curtime < m_LRU[i].GetForcedRetireTime() )
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continue;
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//Msg(" Removing ragdoll %s due to forced retire time of %f (now = %f)\n", pRagdoll->GetModelName(), m_LRU[i].GetForcedRetireTime(), gpGlobals->curtime );
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#ifdef CLIENT_DLL
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pRagdoll->SUB_Remove();
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#else
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pRagdoll->SUB_StartFadeOut( 0 );
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#endif
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m_LRU.Remove(i);
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}
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#endif
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// First, find ragdolls that are good candidates for deletion because they are not
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// visible at all, or are in a culled visibility box
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for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
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{
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next = m_LRU.Next(i);
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CBaseAnimating *pRagdoll = m_LRU[i].Get();
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//Just ignore it until we're done burning/dissolving.
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if ( pRagdoll && pRagdoll->GetEffectEntity() )
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continue;
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// ignore if it's not time to force retire this ragdoll
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if ( m_LRU[i].GetForcedRetireTime() == 0.0f || gpGlobals->curtime < m_LRU[i].GetForcedRetireTime() )
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continue;
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//Msg(" Removing ragdoll %s due to forced retire time of %f (now = %f)\n", pRagdoll->GetModelName(), m_LRU[i].GetForcedRetireTime(), gpGlobals->curtime );
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#ifdef CLIENT_DLL
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pRagdoll->SUB_Remove();
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#else
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pRagdoll->SUB_StartFadeOut( 0 );
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#endif
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m_LRU.Remove(i);
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}
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#endif
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for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
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