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ensure entities are cleared at map change (fixes segfault)
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1 changed files with 10 additions and 0 deletions
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@ -1117,7 +1117,16 @@ CL_Rotate_f (void)
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void
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void
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CL_SetState (cactive_t state)
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CL_SetState (cactive_t state)
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{
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{
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static const char *state_names[] = {
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"ca_disconnected",
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"ca_demostate",
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"ca_connected",
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"ca_onserver",
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"ca_active",
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};
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cactive_t old_state = cls.state;
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cactive_t old_state = cls.state;
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Con_DPrintf ("CL_SetState (%s)\n", state_names[state]);
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cls.state = state;
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cls.state = state;
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if (old_state != state) {
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if (old_state != state) {
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if (old_state == ca_active) {
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if (old_state == ca_active) {
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@ -1134,6 +1143,7 @@ CL_SetState (cactive_t state)
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// entering active state
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// entering active state
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VID_SetCaption (cls.servername);
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VID_SetCaption (cls.servername);
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IN_ClearStates ();
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IN_ClearStates ();
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R_ClearEnts ();
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r_active = true;
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r_active = true;
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game_target = IMT_0;
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game_target = IMT_0;
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key_dest = key_game;
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key_dest = key_game;
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