mirror of
https://github.com/nzp-team/glquake.git
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Merge branch 'main' of https://github.com/nzp-team/glquake into main
This commit is contained in:
commit
33804b45d4
4 changed files with 85 additions and 17 deletions
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@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "quakedef.h"
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#include "quakedef.h"
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extern qboolean domaxammo;
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extern qboolean domaxammo;
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qboolean crosshair_pulse_grenade;
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char *svc_strings[] =
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char *svc_strings[] =
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{
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{
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@ -75,7 +76,8 @@ char *svc_strings[] =
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"svc_bspdecal", //42 // [string] name [byte] decal_size [coords] pos
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"svc_bspdecal", //42 // [string] name [byte] decal_size [coords] pos
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"svc_achievement", //43
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"svc_achievement", //43
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"svc_songegg", //44 [string] track name
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"svc_songegg", //44 [string] track name
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"svc_maxammo" //45
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"svc_maxammo", //45
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"svc_pulse" //46
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};
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};
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//=============================================================================
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//=============================================================================
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@ -1108,6 +1110,10 @@ void CL_ParseServerMessage (void)
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case svc_maxammo:
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case svc_maxammo:
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domaxammo = true;
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domaxammo = true;
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break;
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break;
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case svc_pulse:
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crosshair_pulse_grenade = true;
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break;
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case svc_stufftext:
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case svc_stufftext:
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Cbuf_AddText (MSG_ReadString ());
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Cbuf_AddText (MSG_ReadString ());
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@ -1072,6 +1072,7 @@ Draw_Crosshair
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extern float crosshair_opacity;
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extern float crosshair_opacity;
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extern cvar_t cl_crosshair_debug;
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extern cvar_t cl_crosshair_debug;
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extern qboolean crosshair_pulse_grenade;
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void Draw_Crosshair (void)
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void Draw_Crosshair (void)
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{
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{
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if (cl_crosshair_debug.value) {
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if (cl_crosshair_debug.value) {
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@ -1079,7 +1080,16 @@ void Draw_Crosshair (void)
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Draw_FillByColor(0, vid.height/2, 400, 1, 0, 255, 0, 255);
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Draw_FillByColor(0, vid.height/2, 400, 1, 0, 255, 0, 255);
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}
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}
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if (cl.stats[STAT_HEALTH] < 20)
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if (cl.stats[STAT_HEALTH] <= 20)
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return;
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if (cl.stats[STAT_ZOOM] == 2)
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Draw_Pic (-39, -15, sniper_scope);
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if (Hitmark_Time > sv.time)
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Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
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// Make sure to do this after hitmark drawing.
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if (cl.stats[STAT_ZOOM] == 2 || cl.stats[STAT_ZOOM] == 1)
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return;
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return;
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if (!crosshair_opacity)
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if (!crosshair_opacity)
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@ -1114,14 +1124,12 @@ void Draw_Crosshair (void)
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}
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}
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}
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}
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if (cl.stats[STAT_ACTIVEWEAPON] == W_M2 || cl.stats[STAT_ACTIVEWEAPON] == W_TESLA || cl.stats[STAT_ACTIVEWEAPON] == W_DG3)
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int x_value, y_value;
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{
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int crosshair_offset;
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Draw_CharacterRGBA((vid.width)/2-4, (vid.height)/2, 'O', 255, col, col, crosshair_opacity, 1);
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}
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// Standard crosshair (+)
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else if (crosshair.value == 1 && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2 && cl.stats[STAT_ACTIVEWEAPON] != W_PANZER)
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if (crosshair.value == 1) {
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{
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crosshair_offset = CrossHairWeapon() + cur_spread;
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int x_value, y_value;
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int crosshair_offset = CrossHairWeapon() + cur_spread;
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if (CrossHairMaxSpread() < crosshair_offset || croshhairmoving)
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if (CrossHairMaxSpread() < crosshair_offset || croshhairmoving)
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crosshair_offset = CrossHairMaxSpread();
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crosshair_offset = CrossHairMaxSpread();
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@ -1148,13 +1156,43 @@ void Draw_Crosshair (void)
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x_value = (vid.width - 1)/2;
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x_value = (vid.width - 1)/2;
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y_value = (vid.height - 3)/2 + crosshair_offset_step;
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y_value = (vid.height - 3)/2 + crosshair_offset_step;
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Draw_FillByColor(x_value, y_value, 1, 3, 255, (int)col, (int)col, 255);
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Draw_FillByColor(x_value, y_value, 1, 3, 255, (int)col, (int)col, 255);
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}
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}
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else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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// Area of Effect (o)
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else if (crosshair.value == 2) {
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Draw_CharacterRGBA((vid.width)/2-4, (vid.height)/2, 'O', 255, col, col, crosshair_opacity, 1);
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}
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// Dot crosshair (.)
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else if (crosshair.value == 3) {
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Draw_CharacterRGBA((vid.width - 8)/2, (vid.height - 8)/2, '.', 255, col, col, crosshair_opacity, 1);
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Draw_CharacterRGBA((vid.width - 8)/2, (vid.height - 8)/2, '.', 255, col, col, crosshair_opacity, 1);
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if (cl.stats[STAT_ZOOM] == 2)
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}
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Draw_Pic (-39, -15, sniper_scope);
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// Grenade crosshair
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if (Hitmark_Time > sv.time)
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else if (crosshair.value == 4) {
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Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
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if (crosshair_pulse_grenade) {
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crosshair_offset_step = 0;
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cur_spread = 2;
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}
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crosshair_pulse_grenade = false;
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crosshair_offset = 12 + cur_spread;
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crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5;
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x_value = (vid.width - 3)/2 - crosshair_offset_step;
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y_value = (vid.height - 1)/2;
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Draw_FillByColor(x_value, y_value, 3, 1, 255, 255, 255, 255);
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x_value = (vid.width - 3)/2 + crosshair_offset_step;
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y_value = (vid.height - 1)/2;
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Draw_FillByColor(x_value, y_value, 3, 1, 255, 255, 255, 255);
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x_value = (vid.width - 1)/2;
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y_value = (vid.height - 3)/2 - crosshair_offset_step;
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Draw_FillByColor(x_value, y_value, 1, 3, 255, 255, 255, 255);
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x_value = (vid.width - 1)/2;
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y_value = (vid.height - 3)/2 + crosshair_offset_step;
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Draw_FillByColor(x_value, y_value, 1, 3, 255, 255, 255, 255);
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}
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}
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}
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@ -3206,6 +3206,29 @@ void PF_MaxAmmo(void)
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MSG_WriteByte(&sv.reliable_datagram, svc_maxammo);
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MSG_WriteByte(&sv.reliable_datagram, svc_maxammo);
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}
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}
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/*
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=================
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PF_GrenadePulse
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pulses crosshair for grenades
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grenade_pulse()
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=================
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*/
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void PF_GrenadePulse(void)
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{
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client_t *client;
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int entnum;
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entnum = G_EDICTNUM(OFS_PARM0);
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if (entnum < 1 || entnum > svs.maxclients)
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return;
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client = &svs.clients[entnum-1];
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MSG_WriteByte (&client->message,svc_pulse);
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}
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/*
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/*
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=================
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=================
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@ -3804,7 +3827,7 @@ PF_Fixme,
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PF_Fixme,
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PF_Fixme,
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PF_SongEgg, // #500
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PF_SongEgg, // #500
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PF_MaxAmmo, // #501
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PF_MaxAmmo, // #501
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PF_Fixme,
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PF_GrenadePulse, // #502
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PF_Fixme,
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PF_Fixme,
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PF_Fixme,
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PF_Fixme,
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};
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};
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@ -150,6 +150,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define svc_achievement 43 // [string] name [byte] decal_size [coords] pos
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#define svc_achievement 43 // [string] name [byte] decal_size [coords] pos
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#define svc_songegg 44 // [string] track name
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#define svc_songegg 44 // [string] track name
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#define svc_maxammo 45
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#define svc_maxammo 45
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#define svc_pulse 46
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//
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//
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// client to server
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// client to server
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