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Fixed weapon and item respawning after death in TP
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1 changed files with 14 additions and 0 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 1.41 2002/06/17 04:02:24 jbravo
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// Fixed weapon and item respawning after death in TP
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//
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// Revision 1.40 2002/06/16 20:06:14 jbravo
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// Revision 1.40 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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//
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@ -1377,6 +1380,10 @@ void RQ3_ResetWeapon(int weapon)
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int numRespawned = 0;
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int numRespawned = 0;
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int numRemoved = 0;
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int numRemoved = 0;
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// JBravo: no resetting/respawning weapons and items in TP
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if (g_gametype.integer == GT_TEAMPLAY)
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return;
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switch (weapon) {
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switch (weapon) {
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case WP_M3:
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case WP_M3:
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c = "weapon_m3";
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c = "weapon_m3";
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@ -1443,6 +1450,9 @@ void RQ3_DroppedItemThink(gentity_t * ent)
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// gentity_t *rq3_temp;
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// gentity_t *rq3_temp;
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// float angle = rand() % 360;
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// float angle = rand() % 360;
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// JBravo: no resetting items in TP
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if (g_gametype.integer == GT_TEAMPLAY)
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return;
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switch (ent->item->giTag) {
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switch (ent->item->giTag) {
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case HI_KEVLAR:
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case HI_KEVLAR:
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case HI_LASER:
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case HI_LASER:
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@ -1476,6 +1486,10 @@ void RQ3_ResetItem(int itemTag)
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gentity_t *rq3_temp;
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gentity_t *rq3_temp;
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float angle = rand() % 360;
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float angle = rand() % 360;
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// JBravo: no resetting items in TP
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if (g_gametype.integer == GT_TEAMPLAY)
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return;
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switch (itemTag) {
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switch (itemTag) {
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case HI_KEVLAR:
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case HI_KEVLAR:
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case HI_LASER:
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case HI_LASER:
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