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Commit working background map motd removal.
Fixed the motd/briefings/class from showing on the background again. Also uploaded old obco/shadowsource/seco7 maps from past versions for examples to play. Uploaded current .dll files.
This commit is contained in:
parent
94a728c355
commit
7dc427033a
23 changed files with 186 additions and 61 deletions
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mp/game/mod_hl2mp/maps/SecobMod_CoOp_ClassTest.bsp
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mp/game/mod_hl2mp/maps/SecobMod_CoOp_ClassTest.bsp
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mp/game/mod_hl2mp/maps/SecobMod_CoOp_OldPassengerTest.bsp
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mp/game/mod_hl2mp/maps/SecobMod_CoOp_OldPassengerTest.bsp
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@ -1,7 +1,7 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<html>
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<head>
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<title>Place your Mission Briefing Title Here.</title>
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<title>Mission Briefing Title.</title>
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<style type="text/css">
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pre {
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font-family:Verdana,Tahoma;
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@ -32,11 +32,13 @@ a:hover {
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</head>
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<body scroll="no">
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<pre>
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The name of a briefing.txt file must always be:
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Play with some other players.
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mapPrefix_mapName_briefing.txt
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so:
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"seco7"_"hl2_defector_example"_briefing.txt
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A fight is about to commence!
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Are you ready for it?!
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It's (more or less) all over when the music plays.
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</pre>
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</body>
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@ -40,7 +40,7 @@ The name of a briefing.txt file must always be:
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mapPrefix_mapName_briefing.txt
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so:
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"seco7"_"hl2_defector_example"_briefing.txt
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"SecobMod"_"CoOp_Defector"_briefing.txt
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</pre>
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</body>
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@ -0,0 +1,45 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<html>
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<head>
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<title>Mission Briefing Title.</title>
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<style type="text/css">
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pre {
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font-family:Verdana,Tahoma;
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color:#FFB000;
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}
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body {
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background:#000000;
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margin-left:8px;
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margin-top:0px;
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}
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a {
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text-decoration: underline;
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}
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a:link {
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color: #FFFFFF;
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}
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a:visited {
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color: #FFFFFF;
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}
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a:active {
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color: #FFFFFF;
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}
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a:hover {
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color: #FFFFFF;
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text-decoration: underline;
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}
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</style>
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</head>
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<body scroll="no">
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<pre>
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Play with some other players.
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A fight is about to commence!
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Are you ready for it?!
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It's (more or less) all over when the music plays.
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</pre>
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</body>
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</html>
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49
mp/game/mod_hl2mp/maps/map_briefings/ss_hl2_level_1.txt
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mp/game/mod_hl2mp/maps/map_briefings/ss_hl2_level_1.txt
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@ -0,0 +1,49 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<html>
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<head>
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<title>Mission Briefing Title.</title>
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<style type="text/css">
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pre {
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font-family:Verdana,Tahoma;
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color:#FFB000;
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}
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body {
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background:#000000;
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margin-left:8px;
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margin-top:0px;
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}
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a {
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text-decoration: underline;
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}
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a:link {
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color: #FFFFFF;
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}
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a:visited {
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color: #FFFFFF;
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}
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a:active {
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color: #FFFFFF;
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}
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a:hover {
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color: #FFFFFF;
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text-decoration: underline;
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}
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</style>
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</head>
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<body scroll="no">
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<pre>
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This map is to test out the save/restore transition code.
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Shoot some ammo, move to the other side of the room.
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Map transition takes place and hopefully you'll
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spawn without the class menu appearing and also
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with all the same ammo,armour and health stats
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as before you transitioned.
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</pre>
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</body>
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</html>
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49
mp/game/mod_hl2mp/maps/map_briefings/ss_hl2_level_2.txt
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mp/game/mod_hl2mp/maps/map_briefings/ss_hl2_level_2.txt
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@ -0,0 +1,49 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<html>
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<head>
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<title>Mission Briefing Title.</title>
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<style type="text/css">
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pre {
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font-family:Verdana,Tahoma;
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color:#FFB000;
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}
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body {
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background:#000000;
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margin-left:8px;
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margin-top:0px;
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}
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a {
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text-decoration: underline;
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}
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a:link {
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color: #FFFFFF;
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}
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a:visited {
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color: #FFFFFF;
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}
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a:active {
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color: #FFFFFF;
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}
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a:hover {
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color: #FFFFFF;
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text-decoration: underline;
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}
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</style>
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</head>
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<body scroll="no">
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<pre>
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This map is to test out the save/restore transition code.
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Shoot some ammo, move to the other side of the room.
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Map transition takes place and hopefully you'll
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spawn without the class menu appearing and also
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with all the same ammo,armour and health stats
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as before you transitioned.
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</pre>
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</body>
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</html>
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mp/game/mod_hl2mp/maps/ss_hl2_level_1.bsp
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mp/game/mod_hl2mp/maps/ss_hl2_level_1.bsp
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mp/game/mod_hl2mp/maps/ss_hl2_level_2.bsp
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mp/game/mod_hl2mp/maps/ss_hl2_level_2.bsp
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@ -267,6 +267,16 @@ static void __MsgFunc_VGUIMenu( bf_read &msg )
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// is the server trying to show an MOTD panel? Check that it's allowed right now.
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ClientModeShared *mode = ( ClientModeShared * )GetClientModeNormal();
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#ifdef SecobMod__BG_FIX
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//SecobMod__Information Prevent the info panel (briefings/motd) from being shown on main menu maps.
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if ( (Q_stricmp( panelname, PANEL_INFO ) == 0) && engine->IsLevelMainMenuBackground() )
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return;
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//SecobMod__Information may as well throw in a check against the class panel being shown here.
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if ( (Q_stricmp( panelname, PANEL_CLASS ) == 0) && engine->IsLevelMainMenuBackground() )
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return;
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#endif //SecobMod__BG_FIX
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if ( Q_stricmp( panelname, PANEL_INFO ) == 0 && mode )
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{
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if ( !mode->IsInfoPanelAllowed() )
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@ -137,7 +137,7 @@ CTextWindow::~CTextWindow()
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void CTextWindow::Reset( void )
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{
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#ifndef SecobMod__BG_MOTD_FIX
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#ifndef SecobMod__BG_FIX
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//=============================================================================
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// HPE_BEGIN:
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// [Forrest] Replace strange hard-coded default message with hard-coded error message.
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@ -154,7 +154,7 @@ void CTextWindow::Reset( void )
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m_bShownURL = false;
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m_bUnloadOnDismissal = false;
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Update();
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#endif //SecobMod__BG_MOTD_FIX
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#endif //SecobMod__BG_FIX
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}
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void CTextWindow::ShowText( const char *text )
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@ -1081,10 +1081,6 @@ void CInput::ExtraMouseSample( float frametime, bool active )
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prediction->SetLocalViewAngles( cmd->viewangles );
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}
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#ifdef SecobMod__MULTIPLAYER_CHAT_BUBBLES
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extern int g_iChatBubble;
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#endif //SecobMod__MULTIPLAYER_CHAT_BUBBLES
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// Let the headtracker override the view at the very end of the process so
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// that vehicles and other stuff in g_pClientMode->CreateMove can override
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// first
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}
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#ifdef SecobMod__MULTIPLAYER_CHAT_BUBBLES
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extern int g_iChatBubble;
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#endif //SecobMod__MULTIPLAYER_CHAT_BUBBLES
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void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
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{
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CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
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// to be parsed (the above code has loaded all point_template entities)
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PrecachePointTemplates();
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#ifdef SecobMod__BG_MOTD_FIX
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if ( !Q_strnicmp( gpGlobals->mapname.ToCStr(), "SecobMod__bkgd", 14 ))
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{
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//SecobMod__Information: Background maps don't load the MOTD.
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}
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else
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{
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// load MOTD from file into stringtable
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LoadMessageOfTheDay();
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}
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#ifdef SecobMod__ENABLE_MAP_BRIEFINGS
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LoadMapBriefing(); // Obsidian
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#else
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// load MOTD from file into stringtable
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LoadMessageOfTheDay();
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#endif //#define SecobMod__BG_MOTD_FIX
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#ifdef SecobMod__ENABLE_MAP_BRIEFINGS
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#ifdef SecobMod__BG_MOTD_FIX
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if ( !Q_strnicmp( gpGlobals->mapname.ToCStr(), "SecobMod__bkgd", 14 ))
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{
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//SecobMod__Information: Background maps don't load the briefing.
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}
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else
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{
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LoadMapBriefing(); // Obsidian
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}
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#else
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LoadMapBriefing(); // Obsidian
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#endif //SecobMod__BG_MOTD_FIX
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#endif //SecobMod__ENABLE_MAP_BRIEFINGS
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// Sometimes an ent will Remove() itself during its precache, so RemoveImmediate won't happen.
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float m_flRotation;
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float m_flSinwave;
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float m_flAlpha;
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EHANDLE player;
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virtual void Spawn()
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{
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SetModel(CHAT_BUBBLE_MODEL);
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SetRenderColorA( m_flAlpha );
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SetRenderColor( m_flAlpha, m_flAlpha, m_flAlpha );
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SetRenderMode( kRenderTransAdd );
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SetRenderMode( kRenderTransAdd );
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}
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virtual void Precache()
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{
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PrecacheModel(CHAT_BUBBLE_MODEL);
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}
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virtual void BubbleThink( void ){
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// rotate the chatbubble
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QAngle aRotations = GetAbsAngles();
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if( m_flSinwave > 1000 )
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m_flSinwave = 0;
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float flVerticalOffset = sin( m_flSinwave ) * 5;
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// clamp to the player's position and go up above the head
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Vector fr, rt, up;
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AngleVectors(player->GetAbsAngles(), &fr, &rt, &up);
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Vector offset = player->GetAbsOrigin() + up * ( 92 + flVerticalOffset );
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Vector offset = player->GetAbsOrigin() + up * ( 85 + flVerticalOffset );
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SetAbsOrigin( offset );
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Vector offsetNew = GetAbsOrigin();
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SetAbsOrigin( offsetNew );
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}
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if( m_flAlpha < 255 ){
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Vector fr, rt, up;
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AngleVectors(GetAbsAngles(), &fr, &rt, &up);
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//Vector offset = GetAbsOrigin() + up * 64;
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Vector offset = GetAbsOrigin() + up * 92;
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Vector offset = GetAbsOrigin() + up * 85;
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CChatBubble *pBubble = (CChatBubble*)CBaseEntity::CreateNoSpawn( "chat_bubble", offset, GetAbsAngles(), this );
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if (pBubble)
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else
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KillChatBubble();
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}
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#endif //SecobMod__MULTIPLAYER_CHAT_BUBBLES
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void CBasePlayer::Event_Dying( const CTakeDamageInfo& info )
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/*****************/
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/* Base Defines. */
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/*****************/
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#define SecobMod__MiscFixes //Used when a fix doesn't quite fit in any of the other defined categorties.
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#define SecobMod__MiscFixes //Used when a fix doesn't quite fit in any of the other defined categories.
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#define SecobMod__Enable_Fixed_Multiplayer_AI //Allow AI in your mod, also fixes numerous crashes to do with AI and related features.
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#define SecobMod__PREVENT_ITEM_WEAPON_RESPAWNING //Prevent items and weapons from respawning after being picked up by a player. Actually we cheat and set the respawn time insanely high.
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/***************************/
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#define SecobMod__SHOW_GAME_MESSAGES_TO_ALL //Allow all players to see env_messages. Very useful for end-game strings as used in HL2.
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#define SecobMod__ALLOW_SUPER_GRAVITY_GUN //Allows Super Gravity Gun. Mostly coded by Kave.
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#define SecobMod__MULTIPLAYER_LEVEL_TRANSITIONS //Allow automatic level changes if all players are in the transition zone (percantage can be modified).
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#define SecobMod__MULTIPLAYER_LEVEL_TRANSITIONS //Allow automatic level changes if all players are in the transition zone (percentage can be modified).
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#define SecobMod__SAVERESTORE //Carries over loadouts from map to map. Only works if MULTIPLAYER_LEVEL_TRANSITIONS are enabled.
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#define SecobMod__FIX_VEHICLE_PLAYER_CAMERA_JUDDER //Vehicle view judder removed. ESSENTIAL if you use vehicles anywhere in your mod.
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#define SecobMod__ALLOW_PLAYER_MODELS_IN_VEHICLES //Shows the player model in vehicles.
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#define SecobMod__ALLOW_PLAYER_MODELS_IN_VEHICLES //Shows the player model in vehicles (add your own animations-currently we just crouch).
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/**************************/
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/* Multiplayer Additions. */
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#define SecobMod__ENABLE_DYNAMIC_PLAYER_RESPAWN_CODE //Respawn where you were killed or for preference near a living player as opposed to back at the start of a map.
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#define SecobMod__USE_PLAYERCLASSES //Enable player classes.
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#define SecobMod__MULTIPLAYER_VIEWCONTROL_CAMERAS //Fixes the View Control Cameras so that all clients are affected by View Control cameras.
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#define SecobMod__FORCE_TEAMPLAY_AS_ALWAYS_ON //Forces teamplay to always be enabled.
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//#define SecobMod__FORCE_TEAMPLAY_AS_ALWAYS_ON //Forces teamplay to always be enabled.
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#define SecobMod__ENABLE_FAKE_PASSENGER_SEATS //Allows a hacky passenger seat to be added to valves vehicles (jeep and jalopy).
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/**********************/
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/************************/
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/* Player Enhancements. */
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/************************/
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#define SecobMod__IRONSIGHT_ENABLED //Allow basic version of ironsight.
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#define SecobMod__IRONSIGHT_ENABLED //Allow basic version of ironsight. Use the keypad minus key to toggle the ironsight_toggle console command.
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#define SecobMod__ENABLE_NIGHTVISION_FOR_HEAVY_CLASS //Give the heavy class nightvision (use the 'N' key to toggle on/off)
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#define SecobMod__PLAYERS_CAN_PICKUP_OBJECTS //Players can pickup objects with their hands.
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#define SecobMod__CAN_SPRINT_WITHOUT_SUIT //Players can sprint without the HEV suit.
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/**********************/
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/* Map Enhancements. */
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/*********************/
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#define SecobMod__ENABLE_MAP_BRIEFINGS //Have map briefing VGUI windows (identical to MOTD) describing the loaded map.
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#define SecobMod__ENABLE_MAP_BRIEFINGS //Have map briefing VGUI windows (identical to MOTD so you can have either briefings or an motd but not both!) describing the loaded map.
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#define SecobMod__ENABLE_MAP_SPECIFIC_PLAYER_MODEL_OVERRIDES //This allows mappers to override the default player models with one single player model.
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//#define SecobMod__USE_CSS_LADDERS //Use the easier to map with counter strike source ladders in your maps.
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@ -80,7 +80,7 @@
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/************************/
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#define SecobMod__Force_LAN_DISABLED //Disable Lan games from activating on server startup.
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#define SecobMod__ALLOW_VALVE_APPROVED_CHEATING //Allow sv_cheats to work.
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//#define SecobMod__MULTIPLAYER_CHAT_BUBBLES //Shows a chat icon while a player is typing.
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#define SecobMod__MULTIPLAYER_CHAT_BUBBLES //Shows a chat icon while a player is typing.
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#define SecobMod__HIGH_PING_VEHICLE_FIX //Remove vehicle judder for players with high latency (lag) at the cost of forward/backwards view dampening.
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//#define SecobMod__ALLOW_JEEP_HEADLIGHTS //Allows headlights to work in jeep/jalopy.
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/******************/
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/* SDK Bug Fixes. */
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/******************/
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#define SecobMod__BG_MOTD_FIX //Stops the MOTD showing on main menu maps.
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#define SecobMod__BG_FIX //Stops the MOTD/Briefing Panel and the Class Menu from showing on main menu maps.
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#define SecobMod__FIX_SHOTGUN_FAST_SWITCH_BUG //Fixes a bug in the shotgun code - Community fix submitted fix by SubZero.
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#endif // SecobMod__SHAREDDEFS_H
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@ -108,10 +108,6 @@ public:
|
|||
|
||||
CRC32_Init( &crc );
|
||||
|
||||
#ifdef SecobMod__MULTIPLAYER_CHAT_BUBBLES
|
||||
CRC32_ProcessBuffer( &crc, &chatbubble, sizeof ( chatbubble ) );
|
||||
#endif //SecobMod__MULTIPLAYER_CHAT_BUBBLES
|
||||
|
||||
CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) );
|
||||
CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) );
|
||||
CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) );
|
||||
|
@ -125,6 +121,11 @@ public:
|
|||
CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) );
|
||||
CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
|
||||
CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) );
|
||||
|
||||
#ifdef SecobMod__MULTIPLAYER_CHAT_BUBBLES
|
||||
CRC32_ProcessBuffer( &crc, &chatbubble, sizeof ( chatbubble ) );
|
||||
#endif //SecobMod__MULTIPLAYER_CHAT_BUBBLES
|
||||
|
||||
CRC32_Final( &crc );
|
||||
|
||||
return crc;
|
||||
|
|
Loading…
Reference in a new issue