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This should fix a few crashes on map changes, I'm hoping.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2027 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 17 additions and 5 deletions
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@ -93,6 +93,7 @@ cvar_t v_quadcshift = SCVAR("v_quadcshift", "0");
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cvar_t v_suitcshift = SCVAR("v_suitcshift", "0");
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cvar_t v_suitcshift = SCVAR("v_suitcshift", "0");
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cvar_t v_ringcshift = SCVAR("v_ringcshift", "0");
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cvar_t v_ringcshift = SCVAR("v_ringcshift", "0");
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cvar_t v_pentcshift = SCVAR("v_pentcshift", "0");
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cvar_t v_pentcshift = SCVAR("v_pentcshift", "0");
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cvar_t v_gunkick = SCVAR("v_gunkick", "0");
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cvar_t v_viewheight = SCVAR("v_viewheight", "0");
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cvar_t v_viewheight = SCVAR("v_viewheight", "0");
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@ -1189,7 +1190,8 @@ void V_CalcRefdef (int pnum)
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#endif
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#endif
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// set up the refresh position
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// set up the refresh position
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r_refdef.viewangles[PITCH] += cl.punchangle[pnum];
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if (v_gunkick.value)
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r_refdef.viewangles[PITCH] += cl.punchangle[pnum]*v_gunkick.value;
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r_refdef.time = realtime;
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r_refdef.time = realtime;
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@ -1209,9 +1211,18 @@ DropPunchAngle
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*/
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*/
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void DropPunchAngle (int pnum)
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void DropPunchAngle (int pnum)
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{
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{
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cl.punchangle[pnum] -= 10*host_frametime;
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if (cl.punchangle[pnum] < 0)
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if (cl.punchangle[pnum] < 0)
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cl.punchangle[pnum] = 0;
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{
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cl.punchangle[pnum] += 10*host_frametime;
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if (cl.punchangle[pnum] > 0)
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cl.punchangle[pnum] = 0;
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}
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else
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{
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cl.punchangle[pnum] -= 10*host_frametime;
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if (cl.punchangle[pnum] < 0)
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cl.punchangle[pnum] = 0;
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}
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}
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}
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/*
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/*
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@ -1535,10 +1546,10 @@ void V_RenderView (void)
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CL_AllowIndependantSendCmd(false);
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CL_AllowIndependantSendCmd(false);
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CL_EmitEntities();
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//work out which packet entities are solid
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//work out which packet entities are solid
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CL_SetSolidEntities ();
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CL_SetSolidEntities ();
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CL_EmitEntities();
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// Set up prediction for other players
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// Set up prediction for other players
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CL_SetUpPlayerPrediction(false);
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CL_SetUpPlayerPrediction(false);
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@ -1618,6 +1629,7 @@ void V_Init (void)
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Cvar_Register (&v_suitcshift, VIEWVARS);
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Cvar_Register (&v_suitcshift, VIEWVARS);
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Cvar_Register (&v_ringcshift, VIEWVARS);
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Cvar_Register (&v_ringcshift, VIEWVARS);
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Cvar_Register (&v_pentcshift, VIEWVARS);
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Cvar_Register (&v_pentcshift, VIEWVARS);
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Cvar_Register (&v_gunkick, VIEWVARS);
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Cvar_Register (&v_bonusflash, VIEWVARS);
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Cvar_Register (&v_bonusflash, VIEWVARS);
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