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Misc fixes
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74da0008b9
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3 changed files with 15 additions and 2 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.61 2002/05/30 18:22:20 jbravo
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// Misc fixes
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//
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// Revision 1.60 2002/05/28 01:46:58 jbravo
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// Added stomach gibbing
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//
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@ -113,6 +116,9 @@ void CG_BreakBreakable(centity_t *cent, int eParam, int number);
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#ifdef MISSIONPACK // bk001205
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#include "../../ui/menudef.h"
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#endif
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void CG_LaunchGib (vec3_t origin, vec3_t velocity, qhandle_t hModel);
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//==========================================================================
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/*
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@ -1579,7 +1585,7 @@ also called by CG_CheckPlayerstateEvents
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void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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entityState_t *es;
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int event;
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vec3_t dir, viewDir;
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vec3_t dir; //, viewDir;
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const char *s;
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int clientNum;
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clientInfo_t *ci;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.85 2002/05/30 18:22:20 jbravo
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// Misc fixes
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//
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// Revision 1.84 2002/05/28 01:46:58 jbravo
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// Added stomach gibbing
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//
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@ -1545,7 +1548,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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}
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// never gib in a nodrop
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if (g_RQ3_gib.integer >0 && (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
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if (g_RQ3_gib.integer > 0 && ((self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE)) {
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// gib death
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GibEntity( self, killer );
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} else {
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.98 2002/05/30 18:22:20 jbravo
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// Misc fixes
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//
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// Revision 1.97 2002/05/23 04:53:41 blaze
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// some func_breakable fixes. Explosives respawn on new rounds now .
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//
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@ -1030,6 +1033,7 @@ void EquipPlayer (gentity_t *ent)
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ent->client->uniqueWeapons = 0;
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break;
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default:
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G_Printf("%s had an illegal teamplay weapon %i!\n", ent->client->pers.netname, ent->client->teamplayWeapon);
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break;
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}
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