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https://github.com/ioquake/ioq3.git
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* Patch from AJ <anthonyj@planetquake.com> which replaces a bunch of hard coded
constants with #define constants
This commit is contained in:
parent
fce1a89fad
commit
a31e38986c
2 changed files with 31 additions and 31 deletions
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@ -1489,7 +1489,7 @@ void CG_DrawWeaponSelect( void ) {
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// count the number of weapons owned
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bits = cg.snap->ps.stats[ STAT_WEAPONS ];
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count = 0;
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for ( i = 1 ; i < 16 ; i++ ) {
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for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
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if ( bits & ( 1 << i ) ) {
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count++;
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}
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@ -1498,7 +1498,7 @@ void CG_DrawWeaponSelect( void ) {
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x = 320 - count * 20;
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y = 380;
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for ( i = 1 ; i < 16 ; i++ ) {
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for ( i = 1 ; i < MAX_WEAPONS ; i++ ) {
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if ( !( bits & ( 1 << i ) ) ) {
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continue;
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}
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@ -1570,9 +1570,9 @@ void CG_NextWeapon_f( void ) {
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cg.weaponSelectTime = cg.time;
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original = cg.weaponSelect;
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for ( i = 0 ; i < 16 ; i++ ) {
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for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
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cg.weaponSelect++;
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if ( cg.weaponSelect == 16 ) {
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if ( cg.weaponSelect == MAX_WEAPONS ) {
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cg.weaponSelect = 0;
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}
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if ( cg.weaponSelect == WP_GAUNTLET ) {
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@ -1582,7 +1582,7 @@ void CG_NextWeapon_f( void ) {
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break;
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}
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}
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if ( i == 16 ) {
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if ( i == MAX_WEAPONS ) {
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cg.weaponSelect = original;
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}
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}
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@ -1606,10 +1606,10 @@ void CG_PrevWeapon_f( void ) {
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cg.weaponSelectTime = cg.time;
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original = cg.weaponSelect;
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for ( i = 0 ; i < 16 ; i++ ) {
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for ( i = 0 ; i < MAX_WEAPONS ; i++ ) {
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cg.weaponSelect--;
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if ( cg.weaponSelect == -1 ) {
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cg.weaponSelect = 15;
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cg.weaponSelect = MAX_WEAPONS - 1;
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}
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if ( cg.weaponSelect == WP_GAUNTLET ) {
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continue; // never cycle to gauntlet
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@ -1618,7 +1618,7 @@ void CG_PrevWeapon_f( void ) {
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break;
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}
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}
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if ( i == 16 ) {
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if ( i == MAX_WEAPONS ) {
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cg.weaponSelect = original;
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}
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}
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@ -1640,7 +1640,7 @@ void CG_Weapon_f( void ) {
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num = atoi( CG_Argv( 1 ) );
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if ( num < 1 || num > 15 ) {
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if ( num < 1 || num > MAX_WEAPONS-1 ) {
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return;
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}
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@ -1665,7 +1665,7 @@ void CG_OutOfAmmoChange( void ) {
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cg.weaponSelectTime = cg.time;
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for ( i = 15 ; i > 0 ; i-- ) {
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for ( i = MAX_WEAPONS-1 ; i > 0 ; i-- ) {
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if ( CG_WeaponSelectable( i ) ) {
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cg.weaponSelect = i;
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break;
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@ -813,7 +813,7 @@ netField_t entityStateFields[] =
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{ NETF(origin[1]), 0 },
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{ NETF(origin[2]), 0 },
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{ NETF(solid), 24 },
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{ NETF(powerups), 16 },
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{ NETF(powerups), MAX_POWERUPS },
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{ NETF(modelindex), 8 },
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{ NETF(otherEntityNum2), GENTITYNUM_BITS },
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{ NETF(loopSound), 8 },
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@ -1231,25 +1231,25 @@ void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct p
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// send the arrays
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//
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statsbits = 0;
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for (i=0 ; i<16 ; i++) {
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for (i=0 ; i<MAX_STATS ; i++) {
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if (to->stats[i] != from->stats[i]) {
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statsbits |= 1<<i;
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}
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}
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persistantbits = 0;
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for (i=0 ; i<16 ; i++) {
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for (i=0 ; i<MAX_PERSISTANT ; i++) {
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if (to->persistant[i] != from->persistant[i]) {
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persistantbits |= 1<<i;
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}
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}
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ammobits = 0;
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for (i=0 ; i<16 ; i++) {
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for (i=0 ; i<MAX_WEAPONS ; i++) {
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if (to->ammo[i] != from->ammo[i]) {
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ammobits |= 1<<i;
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}
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}
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powerupbits = 0;
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for (i=0 ; i<16 ; i++) {
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for (i=0 ; i<MAX_POWERUPS ; i++) {
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if (to->powerups[i] != from->powerups[i]) {
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powerupbits |= 1<<i;
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}
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@ -1264,8 +1264,8 @@ void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct p
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if ( statsbits ) {
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MSG_WriteBits( msg, 1, 1 ); // changed
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MSG_WriteShort( msg, statsbits );
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for (i=0 ; i<16 ; i++)
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MSG_WriteBits( msg, statsbits, MAX_STATS );
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for (i=0 ; i<MAX_STATS ; i++)
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if (statsbits & (1<<i) )
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MSG_WriteShort (msg, to->stats[i]);
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} else {
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@ -1275,8 +1275,8 @@ void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct p
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if ( persistantbits ) {
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MSG_WriteBits( msg, 1, 1 ); // changed
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MSG_WriteShort( msg, persistantbits );
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for (i=0 ; i<16 ; i++)
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MSG_WriteBits( msg, persistantbits, MAX_PERSISTANT );
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for (i=0 ; i<MAX_PERSISTANT ; i++)
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if (persistantbits & (1<<i) )
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MSG_WriteShort (msg, to->persistant[i]);
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} else {
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@ -1286,8 +1286,8 @@ void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct p
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if ( ammobits ) {
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MSG_WriteBits( msg, 1, 1 ); // changed
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MSG_WriteShort( msg, ammobits );
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for (i=0 ; i<16 ; i++)
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MSG_WriteBits( msg, ammobits, MAX_WEAPONS );
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for (i=0 ; i<MAX_WEAPONS ; i++)
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if (ammobits & (1<<i) )
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MSG_WriteShort (msg, to->ammo[i]);
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} else {
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@ -1297,8 +1297,8 @@ void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct p
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if ( powerupbits ) {
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MSG_WriteBits( msg, 1, 1 ); // changed
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MSG_WriteShort( msg, powerupbits );
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for (i=0 ; i<16 ; i++)
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MSG_WriteBits( msg, powerupbits, MAX_POWERUPS );
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for (i=0 ; i<MAX_POWERUPS ; i++)
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if (powerupbits & (1<<i) )
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MSG_WriteLong( msg, to->powerups[i] );
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} else {
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@ -1395,8 +1395,8 @@ void MSG_ReadDeltaPlayerstate (msg_t *msg, playerState_t *from, playerState_t *t
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// parse stats
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if ( MSG_ReadBits( msg, 1 ) ) {
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LOG("PS_STATS");
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bits = MSG_ReadShort (msg);
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for (i=0 ; i<16 ; i++) {
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bits = MSG_ReadBits (msg, MAX_STATS);
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for (i=0 ; i<MAX_STATS ; i++) {
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if (bits & (1<<i) ) {
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to->stats[i] = MSG_ReadShort(msg);
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}
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@ -1406,8 +1406,8 @@ void MSG_ReadDeltaPlayerstate (msg_t *msg, playerState_t *from, playerState_t *t
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// parse persistant stats
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if ( MSG_ReadBits( msg, 1 ) ) {
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LOG("PS_PERSISTANT");
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bits = MSG_ReadShort (msg);
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for (i=0 ; i<16 ; i++) {
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bits = MSG_ReadBits (msg, MAX_PERSISTANT);
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for (i=0 ; i<MAX_PERSISTANT ; i++) {
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if (bits & (1<<i) ) {
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to->persistant[i] = MSG_ReadShort(msg);
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}
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@ -1417,8 +1417,8 @@ void MSG_ReadDeltaPlayerstate (msg_t *msg, playerState_t *from, playerState_t *t
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// parse ammo
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if ( MSG_ReadBits( msg, 1 ) ) {
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LOG("PS_AMMO");
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bits = MSG_ReadShort (msg);
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for (i=0 ; i<16 ; i++) {
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bits = MSG_ReadBits (msg, MAX_WEAPONS);
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for (i=0 ; i<MAX_WEAPONS ; i++) {
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if (bits & (1<<i) ) {
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to->ammo[i] = MSG_ReadShort(msg);
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}
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@ -1428,8 +1428,8 @@ void MSG_ReadDeltaPlayerstate (msg_t *msg, playerState_t *from, playerState_t *t
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// parse powerups
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if ( MSG_ReadBits( msg, 1 ) ) {
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LOG("PS_POWERUPS");
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bits = MSG_ReadShort (msg);
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for (i=0 ; i<16 ; i++) {
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bits = MSG_ReadBits (msg, MAX_POWERUPS);
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for (i=0 ; i<MAX_POWERUPS ; i++) {
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if (bits & (1<<i) ) {
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to->powerups[i] = MSG_ReadLong(msg);
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}
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