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Fixed a bug where a players laser would stay in the map after he disconnects
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1 changed files with 9 additions and 1 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.51 2002/03/17 02:03:48 jbravo
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// Fixed a bug where a players laser would stay in the map after he disconnects
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//
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// Revision 1.50 2002/03/17 01:44:39 jbravo
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// Revision 1.50 2002/03/17 01:44:39 jbravo
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// Fixed the "xxx died" fraglines, did some code cleanups andalmost fixed
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// Fixed the "xxx died" fraglines, did some code cleanups andalmost fixed
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// DM. Only DM problem I can see is that bots are invisible.
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// DM. Only DM problem I can see is that bots are invisible.
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@ -1656,7 +1659,12 @@ void ClientDisconnect( int clientNum ) {
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// aasimon: Referee. If player is referee, clean ref
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// aasimon: Referee. If player is referee, clean ref
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if(clientNum == g_RQ3_RefID.integer)
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if(clientNum == g_RQ3_RefID.integer)
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trap_Cvar_Set("g_RQ3_RefID", "-1");
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trap_Cvar_Set("g_RQ3_RefID", "-1");
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// JBravo: if the client had a laser, turn it off so it doesnt stay there forever.
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if (ent->client->lasersight) {
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G_FreeEntity(ent->client->lasersight);
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ent->client->lasersight = NULL;
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}
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// stop any following clients
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// stop any following clients
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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