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1 changed files with 8 additions and 10 deletions
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@ -649,11 +649,10 @@ Load it now, taking the disk hits.
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This will usually be deferred to a safe time
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===================
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*/
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static void CG_LoadClientInfo( clientInfo_t *ci ) {
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static void CG_LoadClientInfo( int clientNum, clientInfo_t *ci ) {
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const char *dir, *fallback;
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int i, modelloaded;
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const char *s;
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int clientNum;
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char teamname[MAX_QPATH];
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teamname[0] = 0;
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@ -726,7 +725,6 @@ static void CG_LoadClientInfo( clientInfo_t *ci ) {
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// reset any existing players and bodies, because they might be in bad
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// frames for this new model
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clientNum = ci - cgs.clientinfo;
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for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
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if ( cg_entities[i].currentState.clientNum == clientNum
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&& cg_entities[i].currentState.eType == ET_PLAYER ) {
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@ -805,7 +803,7 @@ We aren't going to load it now, so grab some other
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client's info to use until we have some spare time.
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======================
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*/
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static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
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static void CG_SetDeferredClientInfo( int clientNum, clientInfo_t *ci ) {
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int i;
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clientInfo_t *match;
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@ -824,7 +822,7 @@ static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
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continue;
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}
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// just load the real info cause it uses the same models and skins
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CG_LoadClientInfo( ci );
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CG_LoadClientInfo( clientNum, ci );
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return;
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}
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@ -847,7 +845,7 @@ static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
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// an improper team skin. This will cause a hitch for the first
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// player, when the second enters. Combat shouldn't be going on
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// yet, so it shouldn't matter
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CG_LoadClientInfo( ci );
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CG_LoadClientInfo( clientNum, ci );
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return;
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}
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@ -866,7 +864,7 @@ static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
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// we should never get here...
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CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
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CG_LoadClientInfo( ci );
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CG_LoadClientInfo( clientNum, ci );
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}
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@ -1037,14 +1035,14 @@ void CG_NewClientInfo( int clientNum ) {
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// if we are defering loads, just have it pick the first valid
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if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
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// keep whatever they had if it won't violate team skins
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CG_SetDeferredClientInfo( &newInfo );
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CG_SetDeferredClientInfo( clientNum, &newInfo );
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// if we are low on memory, leave them with this model
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if ( forceDefer ) {
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CG_Printf( "Memory is low. Using deferred model.\n" );
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newInfo.deferred = qfalse;
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}
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} else {
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CG_LoadClientInfo( &newInfo );
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CG_LoadClientInfo( clientNum, &newInfo );
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}
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}
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@ -1077,7 +1075,7 @@ void CG_LoadDeferredPlayers( void ) {
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ci->deferred = qfalse;
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continue;
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}
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CG_LoadClientInfo( ci );
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CG_LoadClientInfo( i, ci );
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// break;
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}
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}
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