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   current_yaw = WrapAngle (current_yaw + turnspeed_yaw);
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   current_yaw = WrapAngle (current_yaw + turnspeed_yaw);
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   current_pitch = WrapAngle (current_pitch + turnspeed_pitch);
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   current_pitch = WrapAngle (current_pitch + turnspeed_pitch);
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   current_distance = current_distance + turnspeed_distance;
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   current_distance = current_distance + turnspeed_distance;
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   // return whether the table moved significantly or not
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   // return whether the table moved significantly or not
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   return ((abs (turnspeed_yaw) > 0.01f) || (abs (turnspeed_pitch) > 0.01f) || (abs (turnspeed_distance) > 0.1f));
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   return ((fabsf (turnspeed_yaw) > 0.01f) || (fabsf (turnspeed_pitch) > 0.01f) || (fabsf (turnspeed_distance) > 0.1f));
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}
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}
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bool Player_Think (player_t *player)
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bool Player_Think (player_t *player)
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{
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{