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r4240 | acceptthis | 2013-03-08 02:41:51 +0000 (Fri, 08 Mar 2013) | 1 line fix splitscreen viewweapon animation. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4236 fc73d0e0-1445-4013-8a0c-d673dee63da5
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0543a97976
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1 changed files with 2 additions and 2 deletions
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@ -2817,11 +2817,11 @@ void SV_Snapshot_BuildStateQ1(entity_state_t *state, edict_t *ent, client_t *cli
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state->u.q1.velocity[1] = 0;
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state->u.q1.velocity[1] = 0;
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state->u.q1.velocity[2] = 0;
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state->u.q1.velocity[2] = 0;
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if (client == &svs.clients[state->number-1])
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if ((state->number-1) < (unsigned int)sv.allocated_client_slots && (client == &svs.clients[state->number-1] || client == svs.clients[state->number-1].controller))
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state->u.q1.weaponframe = ent->v->weaponframe;
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state->u.q1.weaponframe = ent->v->weaponframe;
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else
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else
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state->u.q1.weaponframe = 0;
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state->u.q1.weaponframe = 0;
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if ((state->number-1) < (unsigned short)sv.allocated_client_slots && ent->v->movetype)
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if ((state->number-1) < (unsigned int)sv.allocated_client_slots && ent->v->movetype)
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{
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{
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client_t *cl = &svs.clients[state->number-1];
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client_t *cl = &svs.clients[state->number-1];
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if (cl->isindependant)
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if (cl->isindependant)
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