shotgun fixes
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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 1.88 2002/06/29 21:57:18 niceass
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// shotgun fixes
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//
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// Revision 1.87 2002/06/29 20:56:23 niceass
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// Revision 1.87 2002/06/29 20:56:23 niceass
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// Change to the way HC/Shotty act
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// Change to the way HC/Shotty act
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//
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//
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@ -3453,20 +3456,21 @@ static void CG_ShotgunPellet(vec3_t start, vec3_t end, int skipNum, int shellWea
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trace_t tr;
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trace_t tr;
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int sourceContentType, destContentType;
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int sourceContentType, destContentType;
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int l;
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int l, playerNum;
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vec3_t t_start;
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vec3_t t_start;
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//Makro
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//Makro
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int Material;
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int Material;
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VectorCopy( start, t_start );
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VectorCopy( start, t_start );
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playerNum = skipNum;
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// NiceAss: Allow M3/HC shots to go through teammates
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// NiceAss: Allow M3/HC shots to go through teammates
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for (l = 0; l < 10; l++) {
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for (l = 0; l < 10; l++) {
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CG_Trace(&tr, t_start, NULL, NULL, end, skipNum, MASK_SHOT);
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CG_Trace(&tr, t_start, NULL, NULL, end, skipNum, MASK_SHOT);
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if (tr.entityNum < MAX_CLIENTS &&
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if (tr.entityNum < MAX_CLIENTS && cgs.gametype >= GT_TEAM &&
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cgs.clientinfo[tr.entityNum].team == cg.snap->ps.persistant[PERS_SAVEDTEAM] ) {
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cgs.clientinfo[tr.entityNum].team == cgs.clientinfo[playerNum].team ) {
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VectorCopy ( tr.endpos, t_start );
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VectorCopy ( tr.endpos, t_start );
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skipNum = tr.entityNum;
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skipNum = tr.entityNum;
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continue;
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continue;
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