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Elder:
0-19-00 VMs Client-side
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4 changed files with 14 additions and 6 deletions
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@ -201,7 +201,7 @@ void CG_DrawInformation( void ) {
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//UI_LEFT|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
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//Q_strncpyz(buf, s, 1024);
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//Q_CleanStr(buf);
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CG_DrawSmallStringColor(x, y, s, colorWhite);
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CG_DrawSmallStringColor(x, y, s, colorRed);
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y += SMALLCHAR_HEIGHT;
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}
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@ -1314,7 +1314,7 @@ extern vmCvar_t cg_blood;
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extern vmCvar_t cg_predictItems;
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extern vmCvar_t cg_deferPlayers;
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//Blaze: Reaction weapon positions
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extern vmCvar_t cg_RQ3_drawWeapon;
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//extern vmCvar_t cg_RQ3_drawWeapon;
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//Blaze: how long the glass stays around for
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extern vmCvar_t cg_RQ3_glasstime;
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//Elder: muzzle flash toggle
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@ -138,7 +138,8 @@ vmCvar_t cg_deferPlayers;
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vmCvar_t cg_drawTeamOverlay;
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vmCvar_t cg_teamOverlayUserinfo;
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//Blaze: reaction weapon positioning
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vmCvar_t cg_RQ3_drawWeapon;
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// Elder: removed for now
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//vmCvar_t cg_RQ3_drawWeapon;
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vmCvar_t cg_RQ3_glasstime;
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//Elder: muzzle flash toggle
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vmCvar_t cg_RQ3_flash;
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@ -323,9 +324,10 @@ static cvarTable_t cvarTable[] = { // bk001129
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{ &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
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{ &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
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//Blaze: Reaction hand type command
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{ &cg_RQ3_drawWeapon, "cg_RQ3_drawWeapon", "2", CVAR_ARCHIVE },
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// Elder: removed
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//{ &cg_RQ3_drawWeapon, "cg_RQ3_drawWeapon", "2", CVAR_ARCHIVE },
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{ &cg_RQ3_glasstime, "cg_RQ3_glasstime", "0", CVAR_ARCHIVE },
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//Elder: added
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// Elder: added
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{ &cg_RQ3_flash, "cg_RQ3_flash", "1", CVAR_ARCHIVE },
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{ &cg_RQ3_painblend, "cg_RQ3_painblend", "1", CVAR_ARCHIVE },
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{ &cg_RQ3_ssgZoomAssist, "cg_RQ3_ssgZoomAssist", "1", CVAR_ARCHIVE },
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@ -1731,7 +1731,10 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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if ( cg.testGun ) {
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return;
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}
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//Blaze start: Reaction gun positioning
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// Elder: temporarily removed because we never used it anyways
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/*
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//Blaze start: Reaction gun positioning
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rxn_gunx = cg_gun_x.value;
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rxn_guny = cg_gun_y.value;
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rxn_gunz = cg_gun_z.value;
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@ -1751,10 +1754,13 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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rxn_gunx += 10;
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}
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if ((cg_RQ3_drawWeapon.integer > 1 ) && (cg_RQ3_drawWeapon.integer < 4 ))
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{
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rxn_guny = cg_gun_y.value + 4*(cg_RQ3_drawWeapon.integer-1);
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}
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*/
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//Blaze end:
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// drop gun lower at higher fov
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