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Slicers fix for the weaponswitching issue
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3 changed files with 17 additions and 1 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 1.26 2002/05/31 00:17:06 jbravo
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// Slicers fix for the weaponswitching issue
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//
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// Revision 1.25 2002/05/28 21:06:37 jbravo
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// I broke the progressbar. Final fix for that
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//
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@ -318,6 +321,8 @@ void CG_DrawInformation( void ) {
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line = "Unknown Gametype";
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break;
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}
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// JBravo: the call to Q_strupr seems to crash Q3 when running as dll or .so. Attempting a fix
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strcat (line, '\0');
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line = Q_strupr(line);
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// cheats warning
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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 1.20 2002/05/31 00:17:06 jbravo
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// Slicers fix for the weaponswitching issue
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//
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// Revision 1.19 2002/03/31 03:31:24 jbravo
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// Compiler warning cleanups
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//
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@ -567,6 +570,11 @@ void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
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// check for changing follow mode
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if ( ps->clientNum != ops->clientNum ) {
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cg.thisFrameTeleport = qtrue;
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// Slicer
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if (cgs.gametype == GT_TEAMPLAY) {
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if (ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT])
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CG_Respawn();
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}
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// make sure we don't get any unwanted transition effects
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*ops = *ps;
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}
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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 1.99 2002/05/31 00:17:06 jbravo
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// Slicers fix for the weaponswitching issue
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//
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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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@ -501,7 +504,7 @@ void StartLCA()
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level.lights_camera_action = (41*level.fps)/10;
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G_LogPrintf ("LIGHTS...\n");
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SpawnPlayers();
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level.lights_delay = 6;
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level.lights_delay = 4;
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}
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void ContinueLCA()
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