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https://github.com/ReactionQuake3/reaction.git
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removed deaths
This commit is contained in:
parent
530a305adb
commit
e53b32c433
2 changed files with 17 additions and 13 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 1.105 2002/07/08 04:25:29 niceass
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// removed deaths
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//
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// Revision 1.104 2002/07/07 18:36:13 jbravo
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// Revision 1.104 2002/07/07 18:36:13 jbravo
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// Added an AntiIdle system. Can play insane sounds for idle players, drop them
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// Added an AntiIdle system. Can play insane sounds for idle players, drop them
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// from teams or kick them. Upped version to Beta 2.1
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// from teams or kick them. Upped version to Beta 2.1
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@ -532,7 +535,6 @@ typedef struct localEntity_s {
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typedef struct {
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typedef struct {
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int client;
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int client;
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int score;
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int score;
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int deaths;
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int damage;
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int damage;
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int alive;
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int alive;
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int ping;
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int ping;
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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 1.56 2002/07/08 04:28:55 niceass
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// removed deaths
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//
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// Revision 1.55 2002/07/02 20:22:35 jbravo
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// Revision 1.55 2002/07/02 20:22:35 jbravo
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// Changed the files to use the right ui.
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// Changed the files to use the right ui.
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//
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//
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@ -198,18 +201,17 @@ static void CG_ParseScores(void)
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memset(cg.scores, 0, sizeof(cg.scores));
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memset(cg.scores, 0, sizeof(cg.scores));
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for (i = 0; i < cg.numScores; i++) {
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for (i = 0; i < cg.numScores; i++) {
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//Elder: Leave as-is ... sent zeros by server
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//Elder: Leave as-is ... sent zeros by server
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cg.scores[i].client = atoi(CG_Argv(i * 12 + 8));
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cg.scores[i].client = atoi(CG_Argv(i * 11 + 8));
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cg.scores[i].score = atoi(CG_Argv(i * 12 + 9));
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cg.scores[i].score = atoi(CG_Argv(i * 11 + 9));
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cg.scores[i].ping = atoi(CG_Argv(i * 12 + 10));
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cg.scores[i].ping = atoi(CG_Argv(i * 11 + 10));
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cg.scores[i].time = atoi(CG_Argv(i * 12 + 11));
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cg.scores[i].time = atoi(CG_Argv(i * 11 + 11));
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cg.scores[i].scoreFlags = atoi(CG_Argv(i * 12 + 12));
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cg.scores[i].scoreFlags = atoi(CG_Argv(i * 11 + 12));
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powerups = atoi(CG_Argv(i * 12 + 13));
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powerups = atoi(CG_Argv(i * 11 + 13));
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cg.scores[i].accuracy = atoi(CG_Argv(i * 12 + 14));
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cg.scores[i].accuracy = atoi(CG_Argv(i * 11 + 14));
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cg.scores[i].deaths = atoi(CG_Argv(i * 12 + 15));
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cg.scores[i].damage = atoi(CG_Argv(i * 11 + 15));
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cg.scores[i].damage = atoi(CG_Argv(i * 12 + 16));
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cg.scores[i].alive = atoi(CG_Argv(i * 11 + 16));
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cg.scores[i].alive = atoi(CG_Argv(i * 12 + 17));
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cg.scores[i].captain = atoi(CG_Argv(i * 11 + 17));
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cg.scores[i].captain = atoi(CG_Argv(i * 12 + 18));
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cg.scores[i].sub = atoi(CG_Argv(i * 11 + 18));
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cg.scores[i].sub = atoi(CG_Argv(i * 12 + 19));
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if (cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS) {
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if (cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS) {
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cg.scores[i].client = 0;
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cg.scores[i].client = 0;
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