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https://git.code.sf.net/p/quake/quakeforge-old
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Mercury: thanks for pointing out that the player entity number /is/ cl.playernum+1. I've undone my +1 removals.
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6cf291e970
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5 changed files with 10 additions and 9 deletions
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@ -1318,7 +1318,7 @@ void CL_RelinkEntities (void)
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ent->forcelink = false;
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ent->forcelink = false;
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if (i == cl.playernum && !cl_chasecam->value)
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if (i == cl.playernum + 1 && !cl_chasecam->value)
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continue;
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continue;
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#ifdef QUAKE2
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#ifdef QUAKE2
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@ -453,11 +453,11 @@ CL_UpdateBeams (void)
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continue;
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continue;
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// if coming from the player, update the start position
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// if coming from the player, update the start position
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if (b->entity == cl.playernum) {
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if (b->entity == cl.playernum + 1) {
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#ifdef QUAKEWORLD
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#ifdef QUAKEWORLD
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VectorCopy (cl.simorg, b->start);
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VectorCopy (cl.simorg, b->start);
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#elif UQUAKE
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#elif UQUAKE
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VectorCopy (cl_entities[cl.playernum].origin,
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VectorCopy (cl_entities[cl.playernum + 1].origin,
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b->start);
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b->start);
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#endif
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#endif
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}
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}
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@ -619,7 +619,7 @@ void R_DrawEntitiesOnList (void)
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{
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{
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currententity = &cl_visedicts[i];
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currententity = &cl_visedicts[i];
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#ifdef UQUAKE
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#ifdef UQUAKE
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if (currententity == &cl_entities[cl.playernum])
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if (currententity == &cl_entities[cl.playernum + 1])
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continue; // don't draw the player
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continue; // don't draw the player
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#endif // QUAKEWORLD
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#endif // QUAKEWORLD
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@ -383,7 +383,7 @@ V_ParseDamage ( void )
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#ifdef QUAKEWORLD
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#ifdef QUAKEWORLD
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VectorSubtract (from, cl.simorg, from);
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VectorSubtract (from, cl.simorg, from);
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#else
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#else
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ent = &cl_entities[cl.playernum];
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ent = &cl_entities[cl.playernum + 1];
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VectorSubtract (from, ent->origin, from);
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VectorSubtract (from, ent->origin, from);
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#endif
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#endif
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@ -615,7 +615,7 @@ V_BoundOffsets ( void )
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#ifdef UQUAKE
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#ifdef UQUAKE
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entity_t *ent;
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entity_t *ent;
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ent = &cl_entities[cl.playernum];
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ent = &cl_entities[cl.playernum + 1];
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#endif
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#endif
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#ifdef QUAKEWORLD
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#ifdef QUAKEWORLD
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@ -679,7 +679,7 @@ V_CalcViewRoll (void)
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#ifdef QUAKEWORLD
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#ifdef QUAKEWORLD
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side = V_CalcRoll (cl.simangles, cl.simvel);
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side = V_CalcRoll (cl.simangles, cl.simvel);
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#else
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#else
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side = V_CalcRoll (cl_entities[cl.playernum].angles, cl.velocity);
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side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
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#endif
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#endif
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r_refdef.viewangles[ROLL] += side;
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r_refdef.viewangles[ROLL] += side;
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@ -716,7 +716,7 @@ V_CalcIntermissionRefdef ( void )
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// view is the weapon model
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// view is the weapon model
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#ifdef UQUAKE
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#ifdef UQUAKE
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// ent is the player model (visible when out of body)
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// ent is the player model (visible when out of body)
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ent = &cl_entities[cl.playernum];
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ent = &cl_entities[cl.playernum + 1];
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// view is the weapon model (only visible from inside body)
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// view is the weapon model (only visible from inside body)
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#endif
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#endif
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view = &cl.viewent;
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view = &cl.viewent;
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@ -761,7 +761,7 @@ V_CalcRefdef ( void )
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#ifdef UQUAKE
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#ifdef UQUAKE
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// ent is the player model (visible when out of body)
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// ent is the player model (visible when out of body)
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ent = &cl_entities[cl.playernum];
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ent = &cl_entities[cl.playernum + 1];
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#endif
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#endif
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// view is the weapon model (only visible from inside body)
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// view is the weapon model (only visible from inside body)
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view = &cl.viewent;
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view = &cl.viewent;
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@ -642,6 +642,7 @@ void CL_ParseServerMessage (void)
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case svc_setview:
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case svc_setview:
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cl.playernum = MSG_ReadShort ();
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cl.playernum = MSG_ReadShort ();
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cl.playernum--;
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break;
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break;
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case svc_lightstyle:
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case svc_lightstyle:
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