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took some old stuff out + small pressure stuff
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1 changed files with 12 additions and 15 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 1.48 2002/04/26 03:57:51 niceass
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// took some old stuff out + small pressure stuff
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//
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// Revision 1.47 2002/04/23 06:00:32 niceass
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// Revision 1.47 2002/04/23 06:00:32 niceass
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// pressure stuff
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// pressure stuff
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//
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//
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@ -1247,6 +1250,11 @@ void Knife_Attack ( gentity_t *self, int damage)
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}
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}
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self->client->knife_sound = 0;
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self->client->knife_sound = 0;
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}
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}
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if ( hitent->s.eType == ET_PRESSURE ) {
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// Pressure entity
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tent = G_TempEntity2( tr.endpos, EV_PRESSURE_WATER, DirToByte(tr.plane.normal) );
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}
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}
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}
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//static int knives = 0;
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//static int knives = 0;
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@ -1565,7 +1573,7 @@ void Weapon_SSG3000_Fire (gentity_t *ent) {
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trace_t trace;
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trace_t trace;
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gentity_t *tent[MAX_SSG3000_HITS];
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gentity_t *tent[MAX_SSG3000_HITS];
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gentity_t *tentWall;
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gentity_t *tentWall;
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gentity_t *traceEnt;
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gentity_t *traceEnt = NULL;
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int damage;
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int damage;
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int i;
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int i;
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int hits;
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int hits;
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@ -1757,10 +1765,11 @@ void Weapon_SSG3000_Fire (gentity_t *ent) {
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tentWall = G_TempEntity( trace.endpos, EV_BULLET_HIT_METAL );
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tentWall = G_TempEntity( trace.endpos, EV_BULLET_HIT_METAL );
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else if (Material == MAT_GLASS)
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else if (Material == MAT_GLASS)
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tentWall = G_TempEntity( trace.endpos, EV_BULLET_HIT_GLASS );
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tentWall = G_TempEntity( trace.endpos, EV_BULLET_HIT_GLASS );
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else if ( traceEnt && traceEnt->s.eType == ET_PRESSURE )
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tentWall = G_TempEntity( trace.endpos, EV_PRESSURE_WATER );
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else
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else
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{
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tentWall = G_TempEntity( trace.endpos, EV_BULLET_HIT_WALL );
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tentWall = G_TempEntity( trace.endpos, EV_BULLET_HIT_WALL );
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}
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tentWall->s.eventParm = DirToByte( trace.plane.normal );
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tentWall->s.eventParm = DirToByte( trace.plane.normal );
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tentWall->s.otherEntityNum = ent->s.number;
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tentWall->s.otherEntityNum = ent->s.number;
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}
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}
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@ -2504,9 +2513,6 @@ void Laser_Think( gentity_t *self )
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trace_t tr; //, tr2;
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trace_t tr; //, tr2;
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int l=0, passent;
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int l=0, passent;
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gentity_t *traceEnt;
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gentity_t *traceEnt;
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// NiceAss: For fog:
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// gentity_t *tent;
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// vec3_t fogStart;
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//If the player dies, is spectator, or wrong weapon, kill the dot
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//If the player dies, is spectator, or wrong weapon, kill the dot
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if (self->parent->client->ps.pm_type == PM_DEAD ||
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if (self->parent->client->ps.pm_type == PM_DEAD ||
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@ -2552,15 +2558,6 @@ void Laser_Think( gentity_t *self )
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continue;
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continue;
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}
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}
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// We hit fog...
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/*
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if (!VectorCompare(tr.endpos, tr2.endpos)) {
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VectorCopy(tr2.endpos, tr.endpos);
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self->s.eFlags |= EF_FIRING;
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self->s.otherEntityNum = self->parent->client->ps.clientNum;//self->parent->s.number; // ->s.clientNum ???
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break;
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}
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*/
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//Makro - new surfaceparm system
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//Makro - new surfaceparm system
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//if (!(tr.surfaceFlags & SURF_GLASS)) break;
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//if (!(tr.surfaceFlags & SURF_GLASS)) break;
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if (!(GetMaterialFromFlag(tr.surfaceFlags) == MAT_GLASS)) break;
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if (!(GetMaterialFromFlag(tr.surfaceFlags) == MAT_GLASS)) break;
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