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Cvar merge... segfault problems... also unknown problems in vid_svga.c
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74 changed files with 4288 additions and 1509 deletions
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@ -30,11 +30,19 @@
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#include "sys.h"
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#include "quakedef.h"
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extern cvar_t cl_predict_players;
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extern cvar_t cl_predict_players2;
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extern cvar_t cl_solid_players;
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/* extern cvar_t cl_predict_players;
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CVAR_FIXME */
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extern cvar_t *cl_predict_players;
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/* extern cvar_t cl_predict_players2;
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CVAR_FIXME */
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extern cvar_t *cl_predict_players2;
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/* extern cvar_t cl_solid_players;
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CVAR_FIXME */
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extern cvar_t *cl_solid_players;
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extern cvar_t gl_flashblend;
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/* extern cvar_t gl_flashblend;
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CVAR_FIXME */
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extern cvar_t *gl_flashblend;
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static struct predicted_player {
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int flags;
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@ -825,7 +833,9 @@ void CL_LinkPlayers (void)
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// FIXME: Use a findvar or something for gl_flashblend --KB
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// spawn light flashes, even ones coming from invisible objects
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if (!gl_flashblend.value || j != cl.playernum) {
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/* if (!gl_flashblend.value || j != cl.playernum) {
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CVAR_FIXME */
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if (!gl_flashblend->value || j != cl.playernum) {
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if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 3);
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else if (state->effects & EF_BLUE)
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@ -874,7 +884,9 @@ void CL_LinkPlayers (void)
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// only predict half the move to minimize overruns
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msec = 500*(playertime - state->state_time);
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if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
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/* if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
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CVAR_FIXME */
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if (msec <= 0 || (!cl_predict_players->value && !cl_predict_players2->value))
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{
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VectorCopy (state->origin, ent->origin);
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//Con_DPrintf ("nopredict\n");
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@ -995,7 +1007,9 @@ void CL_SetUpPlayerPrediction(qboolean dopred)
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// only predict half the move to minimize overruns
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msec = 500*(playertime - state->state_time);
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if (msec <= 0 ||
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(!cl_predict_players.value && !cl_predict_players2.value) ||
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/* (!cl_predict_players.value && !cl_predict_players2.value) ||
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CVAR_FIXME */
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(!cl_predict_players->value && !cl_predict_players2->value) ||
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!dopred)
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{
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VectorCopy (state->origin, pplayer->origin);
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@ -1034,7 +1048,9 @@ void CL_SetSolidPlayers (int playernum)
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struct predicted_player *pplayer;
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physent_t *pent;
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if (!cl_solid_players.value)
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/* if (!cl_solid_players.value)
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CVAR_FIXME */
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if (!cl_solid_players->value)
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return;
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pent = pmove.physents + pmove.numphysent;
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