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grab Z from replay origin for dynamic time diff (#970)
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@ -2811,7 +2811,7 @@ float GetClosestReplayTime(int client, int style, int track)
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for(int frame = iStartFrame; frame < iEndFrame; frame++)
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for(int frame = iStartFrame; frame < iEndFrame; frame++)
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{
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{
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gA_Frames[style][track].GetArray(frame, fReplayPos, 2);
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gA_Frames[style][track].GetArray(frame, fReplayPos, 3);
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float dist = GetVectorDistance(fClientPos, fReplayPos, true);
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float dist = GetVectorDistance(fClientPos, fReplayPos, true);
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if(dist < fMinDist)
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if(dist < fMinDist)
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