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Improve level transition fix (not all powers are updatable)
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1 changed files with 27 additions and 16 deletions
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@ -4771,24 +4771,35 @@ static void UI_ForcePowerWeaponsButton(qboolean activeFlag)
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activeFlag = qtrue;
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activeFlag = qtrue;
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if (!activeFlag) {
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if (!activeFlag) {
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// If all force powers are maxed, let us pass
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// If updatable force powers are maxed, let us pass
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int *forcePowerLevel;
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short forcePowerIndex = 0;
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client_t* cl = &svs.clients[0];
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client_t* cl = &svs.clients[0];
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playerState_t* pState = NULL;
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if (cl) {
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int forcelevel;
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playerState_t* pState = cl->gentity->client;
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qboolean allforcesmaxed = qtrue;
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forcePowerLevel = pState->forcePowerLevel;
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for (int i = 0; i < MAX_POWER_ENUMS; i++) {
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} else {
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if (cl) {
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forcePowerLevel = uiInfo.forcePowerLevel;
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pState = cl->gentity->client;
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forcelevel = pState->forcePowerLevel[powerEnums[i].powerEnum];
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} else {
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forcelevel = uiInfo.forcePowerLevel[powerEnums[i].powerEnum];
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}
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if (forcelevel < 3) {
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allforcesmaxed = qfalse;
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break;
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}
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}
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}
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activeFlag = allforcesmaxed;
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qboolean allForcesMaxed = qtrue;
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if (UI_GetForcePowerIndex ( "absorb", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "heal", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "mindtrick", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "protect", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "drain", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "grip", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "lightning", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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} else if (UI_GetForcePowerIndex ( "rage", &forcePowerIndex ) && forcePowerLevel[powerEnums[forcePowerIndex].powerEnum] < 3 ) {
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allForcesMaxed = qfalse;
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}
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activeFlag = allForcesMaxed;
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}
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}
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// Find weaponsbutton
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// Find weaponsbutton
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