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Elder:
Last batch of updated for the 0-06-00 VMs
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parent
058281a050
commit
d360e123de
3 changed files with 8 additions and 12 deletions
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@ -1471,6 +1471,7 @@ void CG_ImpactMark( qhandle_t markShader,
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void CG_InitLocalEntities( void );
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localEntity_t *CG_AllocLocalEntity( void );
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void CG_AddLocalEntities( void );
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void CG_FreeLocalEntity( localEntity_t *le );
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//
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// cg_effects.c
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@ -319,14 +319,9 @@ cvarTable_t cvarTable[] = {
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{ &cg_RQ3_ssgColorG, "cg_RQ3_ssgColorG", "1.0", CVAR_ARCHIVE },
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{ &cg_RQ3_ssgColorB, "cg_RQ3_ssgColorB", "0.0", CVAR_ARCHIVE },
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{ &cg_RQ3_ssgColorA, "cg_RQ3_ssgColorA", "0.75", CVAR_ARCHIVE },
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<<<<<<< cg_main.c
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{ &cg_RQ3_impactEffects, "cg_RQ3_impactEffects", "1", CVAR_ARCHIVE },
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//Elder: toggle client-side laser drawing
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{ &cg_RQ3_laserAssist, "cg_RQ3_laserAssist", "0", CVAR_ARCHIVE }
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=======
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{ &cg_RQ3_impactEffects, "cg_RQ3_impactEffects", "1", CVAR_ARCHIVE },
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{ &cg_RQ3_anouncer, "cg_RQ3_anouncer", "1", CVAR_ARCHIVE },
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>>>>>>> 1.9
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{ &cg_RQ3_laserAssist, "cg_RQ3_laserAssist", "0", CVAR_ARCHIVE },
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{ &cg_RQ3_anouncer, "cg_RQ3_announcer", "1", CVAR_ARCHIVE }
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// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
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};
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@ -647,7 +642,7 @@ static void CG_RegisterSounds( void ) {
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cgs.media.lensSound = trap_S_RegisterSound( "sound/misc/lens.wav", qfalse);
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cgs.media.headshotSound = trap_S_RegisterSound( "sound/misc/headshot.wav", qfalse);
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cgs.media.lcaSound = trap_S_RegisterSound( "sound/misc/lca.wav", qfalse);
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cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencer.wav", qfalse);
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cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencershot.wav", qfalse);
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cgs.media.kevlarHitSound = trap_S_RegisterSound( "sound/misc/vest.wav", qfalse);
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@ -1556,7 +1556,7 @@ void CG_NextWeapon_f( void ) {
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//Elder: in the middle of firing, reloading or weapon-switching
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//cg.snap->ps.weaponstate == WEAPON_RELOADING when it's in
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if (cg.snap->ps.weaponstate == WEAPON_DROPPING && cg.snap->ps.weaponTime > 0) {
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if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.snap->ps.weaponTime > 0) {
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//if (cg.snap->ps.weaponTime > 0) {
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return;
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}
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@ -1623,7 +1623,7 @@ void CG_PrevWeapon_f( void ) {
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//Elder: in the middle of firing, reloading or weapon-switching
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//cg.snap->ps.weaponstate == WEAPON_RELOADING when it's in
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if (cg.snap->ps.weaponstate == WEAPON_DROPPING && cg.snap->ps.weaponTime > 0) {
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if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.snap->ps.weaponTime > 0) {
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return;
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}
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@ -1694,7 +1694,7 @@ void CG_SpecialWeapon_f( void ) {
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//Elder: in the middle of firing, reloading or weapon-switching
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//cg.snap->ps.weaponstate == WEAPON_RELOADING when it's in
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if (cg.snap->ps.weaponstate == WEAPON_DROPPING && cg.snap->ps.weaponTime > 0) {
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if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.snap->ps.weaponTime > 0) {
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return;
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}
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@ -1970,7 +1970,7 @@ The current weapon has just run out of ammo
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===================
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*/
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void CG_OutOfAmmoChange( void ) {
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int i;
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//int i;
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if (!cg.snap)
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