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Initialise player_names[] in D_RegisterClientCommands such that we don't need to have to manually update it if MAXPLAYERS ever changed
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2 changed files with 8 additions and 39 deletions
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@ -599,6 +599,11 @@ void D_RegisterClientCommands(void)
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Color_cons_t[MAXSKINCOLORS].value = 0;
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Color_cons_t[MAXSKINCOLORS].strvalue = NULL;
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// Set default player names
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// Monster Iestyn (12/08/19): not sure where else I could have actually put this, but oh well
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for (i = 0; i < MAXPLAYERS; i++)
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sprintf(player_names[i], "Player %d", i);
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if (dedicated)
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return;
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42
src/g_game.c
42
src/g_game.c
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@ -416,49 +416,13 @@ consvar_t cv_spinaxis2 = {"joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL
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consvar_t cv_fireaxis2 = {"joyaxis2_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_firenaxis2 = {"joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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#if MAXPLAYERS > 32
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#error "please update player_name table using the new value for MAXPLAYERS"
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#endif
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#ifdef SEENAMES
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player_t *seenplayer; // player we're aiming at right now
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#endif
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char player_names[MAXPLAYERS][MAXPLAYERNAME+1] =
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{
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"Player 1",
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"Player 2",
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"Player 3",
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"Player 4",
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"Player 5",
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"Player 6",
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"Player 7",
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"Player 8",
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"Player 9",
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"Player 10",
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"Player 11",
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"Player 12",
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"Player 13",
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"Player 14",
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"Player 15",
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"Player 16",
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"Player 17",
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"Player 18",
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"Player 19",
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"Player 20",
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"Player 21",
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"Player 22",
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"Player 23",
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"Player 24",
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"Player 25",
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"Player 26",
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"Player 27",
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"Player 28",
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"Player 29",
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"Player 30",
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"Player 31",
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"Player 32"
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};
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// now automatically allocated in D_RegisterClientCommands
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// so that it doesn't have to be updated depending on the value of MAXPLAYERS
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char player_names[MAXPLAYERS][MAXPLAYERNAME+1];
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INT16 rw_maximums[NUM_WEAPONS] =
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{
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