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https://github.com/ReactionQuake3/reaction.git
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Fixed bandage bugs ( i hope )
This commit is contained in:
parent
3627e23e3a
commit
d477614a01
8 changed files with 68 additions and 22 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 1.34 2002/03/18 19:19:08 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.33 2002/03/17 13:41:28 jbravo
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// Added a debug cmd to print out stuff when bugs occor
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//
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@ -94,7 +97,8 @@ static void CG_DropWeapon_f (void) {
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return;
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}
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if ((cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK)
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// if ((cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK)
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING)
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{
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CG_Printf("You are too busy bandaging!\n");
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return;
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@ -160,7 +164,8 @@ static void CG_Bandage_f (void) {
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return;
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}
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if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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CG_Printf("You are already bandaging!\n");
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return;
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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 1.55 2002/03/18 19:19:08 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.54 2002/03/16 21:48:39 niceass
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// All new shell ejection code
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//
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@ -1997,7 +2000,8 @@ void CG_NextWeapon_f( void ) {
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}
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//Elder: added
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if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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CG_Printf("You are too busy bandaging...\n");
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return;
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}
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@ -2064,7 +2068,8 @@ void CG_PrevWeapon_f( void ) {
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}
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//Elder: added
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if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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CG_Printf("You are too busy bandaging...\n");
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return;
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}
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@ -2138,7 +2143,8 @@ void CG_SpecialWeapon_f( void ) {
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}
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//Elder: added
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if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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CG_Printf("You are too busy bandaging...\n");
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return;
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}
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@ -2353,7 +2359,8 @@ void CG_Weapon_f( void ) {
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}
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//Elder: added to prevent weapon switching while bandaging
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if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(cg.snap->ps.weaponstate == WEAPON_BANDAGING) {
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CG_Printf("You are too busy bandaging...\n");
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return;
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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 1.62 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.61 2002/03/11 01:45:46 jbravo
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// Bye bye backflips! :)
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//
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@ -2165,7 +2168,11 @@ static void PM_Reload( void )
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}
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// check for bandaging
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if (pm->ps->stats[STAT_RQ3] & RQ3_BANDAGE_WORK)
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/* if (pm->ps->stats[STAT_RQ3] & RQ3_BANDAGE_WORK)
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return;
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*/
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//Slicer
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if(pm->ps->weaponstate == WEAPON_BANDAGING)
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return;
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// check for full clip or non-reloadable weapons
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@ -2668,7 +2675,7 @@ static void PM_Weapon( void ) {
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// change weapon if time
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if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
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if ( pm->ps->weaponstate == WEAPON_DROPPING || pm->ps->weaponstate == WEAPON_BANDAGING ) {
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PM_FinishWeaponChange();
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return;
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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 1.59 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.58 2002/03/02 12:24:30 jbravo
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// Removed some debugging messages
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//
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@ -704,7 +707,7 @@ void ClientTimerActions( gentity_t *ent, int msec ) {
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ent->client->bleedtick = 0;
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ent->client->bleedBandageCount = 0;
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//Elder: remove bandage work
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ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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// ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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//Elder: moved from somewhere - err, g_cmds.c I think
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ent->client->ps.stats[STAT_RQ3] &= ~RQ3_LEGDAMAGE;
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// ent->client->ps.weaponstate = WEAPON_RAISING;
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@ -1810,7 +1813,7 @@ void ClientEndFrame( gentity_t *ent ) {
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}
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else {
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ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
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ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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// ent->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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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 1.79 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.78 2002/03/18 13:39:24 jbravo
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// Spectators in TP can now use callvote
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//
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@ -2001,7 +2004,12 @@ void Cmd_Bandage (gentity_t *ent)
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return;
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//Elder: added so you can't "rebandage"
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if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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/* if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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trap_SendServerCommand( ent-g_entities, va("print \"You are already bandaging!\n\""));
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return;
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}
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*/
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if (ent->client->ps.weaponstate == WEAPON_BANDAGING) {
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trap_SendServerCommand( ent-g_entities, va("print \"You are already bandaging!\n\""));
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return;
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}
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Cmd_Unzoom(ent);
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//Elder: added
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ent->client->ps.stats[STAT_RQ3] |= RQ3_BANDAGE_WORK;
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// ent->client->ps.stats[STAT_RQ3] |= RQ3_BANDAGE_WORK;
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//Elder: drop the primed grenade
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//Moved weapon switch to bg_pmove.c
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@ -2021,8 +2029,9 @@ void Cmd_Bandage (gentity_t *ent)
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FireWeapon(ent);
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ent->client->ps.ammo[WP_GRENADE]--;
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}
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ent->client->ps.weaponstate = WEAPON_DROPPING;
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//slicer
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// ent->client->ps.weaponstate = WEAPON_DROPPING;
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ent->client->ps.weaponstate = WEAPON_BANDAGING;
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if (ent->client->ps.weapon == WP_KNIFE && !(ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE)) {
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ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
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@ -2063,7 +2072,8 @@ void Cmd_Reload( gentity_t *ent )
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//G_Printf("(%i) Cmd_Reload: Attempting reload\n", ent->s.clientNum);
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//Elder: added for redundant check but shouldn't need to come here - handled in cgame
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if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(ent->client->ps.weaponstate == WEAPON_BANDAGING) {
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ent->client->fastReloads = 0;
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ent->client->reloadAttempts = 0;
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trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
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//Elder: added since cgame doesn't actually know if its bandaging
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//if (ent->client->isBandaging == qtrue) {
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if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ( (ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(ent->client->ps.weaponstate == WEAPON_BANDAGING) {
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trap_SendServerCommand( ent-g_entities, va("print \"You'll get to your weapon when you are finished bandaging!\n\""));
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return;
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}
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if (ent->client->ps.pm_type == PM_SPECTATOR)
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return;
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// JBravo: no dropping stuff while bandaging. Fix dedicated to GoKu and JesterRace :)
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if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(ent->client->ps.weaponstate == WEAPON_BANDAGING) {
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trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
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return;
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}
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return;
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// JBravo: no dropping stuff while bandaging. Fix dedicated to GoKu and JesterRace :)
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if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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// if ((ent->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK) {
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if(ent->client->ps.weaponstate == WEAPON_BANDAGING) {
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trap_SendServerCommand( ent-g_entities, va("print \"You are too busy bandaging...\n\""));
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return;
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}
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.53 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.52 2002/03/18 12:25:10 jbravo
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// Live players dont get fraglines, except their own. Cleanups and some
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// hacks to get bots to stop using knives only.
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self->client->bleeding = 0;
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self->client->bleed_remain = 0;
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//Elder: added;
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self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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// self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
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self->client->killStreak = 0;
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.23 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.22 2002/03/12 04:55:31 blaze
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// stats should only be recored when the round is in progress
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//
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// Elder: Statistics tracking
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if (level.team_round_going) self->client->pers.records[REC_GRENADESHOTS]++;
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if ( self->client->ps.stats[STAT_HEALTH] <= 0 ||
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(self->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK ||
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// (self->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK ||
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self->client->ps.weaponstate == WEAPON_BANDAGING ||
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// NiceAss: Should catch any case of switching weapons with a grenade "cocked"
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self->client->ps.weaponstate == WEAPON_DROPPING ) {
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//Always drop close range if dead or about to bandage
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.13 2002/03/18 19:18:39 slicer
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// Fixed bandage bugs ( i hope )
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//
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// Revision 1.12 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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if (targ->client->bleed_remain >= realBleedTime)
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{
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//G_Printf("Bleed Remain: %i Server Time: %i\n", targ->client->bleed_remain, level.time);
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if ( (targ->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK &&
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// if ( (targ->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK &&
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if( targ->client->ps.weaponstate == WEAPON_BANDAGING &&
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targ->client->bleedBandageCount < 1)
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{
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//Elder: skip damage being dealt
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}
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//Elder: hack to count off health so we only lose 6 health on a bandage
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if ( (targ->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK)
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if ( targ->client->ps.weaponstate == WEAPON_BANDAGING)
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{
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//Start hack enforcement once we've ramped down to 1 health/second
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if (targ->client->bleed_remain <= 10)
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