CSQC: Change references to 'self' to pSeat->ePlayer to make sure we're targetting the current clientseat. Self might refer to shadow clients.
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784cc97ee7
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e21d6e94e5
10 changed files with 26 additions and 18 deletions
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@ -58,5 +58,5 @@ void Chat_Parse(string msg)
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// Log to console
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localcmd(sprintf("echo \"%s\"\n", msg));
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sound(self, CHAN_ITEM, "misc/talk.wav", 1.0, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "misc/talk.wav", 1.0, ATTN_NONE);
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}
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@ -111,7 +111,7 @@ Draw the current amount of health
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=================
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*/
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void HUD_DrawHealth(void) {
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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static float fOldHealth;
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static float fHealthAlpha;
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@ -152,7 +152,7 @@ void HUD_DrawArmor(void)
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vector pos;
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static float oldarmor;
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static float armoralpha;
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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pos = video_mins + [72+16+30, video_res[1] - 42];
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@ -182,7 +182,7 @@ void HUD_DrawArmor(void)
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void HUD_DrawAmmo1(void)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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vector pos;
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static int old_ammo1;
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static float ammo1_alpha;
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@ -210,7 +210,7 @@ void HUD_DrawAmmo1(void)
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void HUD_DrawAmmo2(void)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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vector pos;
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static int old_ammo2;
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@ -235,7 +235,7 @@ void HUD_DrawAmmo2(void)
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void HUD_DrawAmmo3(void)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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vector pos;
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static int old_ammo3;
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@ -17,7 +17,7 @@ vector vHUDSlotNumPos[6] = {
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void HUD_DrawWeaponSelect_Forward(void)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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if (!pl.activeweapon) {
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return;
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@ -25,9 +25,9 @@ void HUD_DrawWeaponSelect_Forward(void)
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if (pSeat->fHUDWeaponSelectTime < time) {
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pSeat->fHUDWeaponSelected = pl.activeweapon;
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sound(self, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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} else {
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sound(self, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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pSeat->fHUDWeaponSelected--;
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if (pSeat->fHUDWeaponSelected <= 0) {
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pSeat->fHUDWeaponSelected = g_weapons.length - 1;
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@ -43,7 +43,7 @@ void HUD_DrawWeaponSelect_Forward(void)
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void HUD_DrawWeaponSelect_Back(void)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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if (!pl.activeweapon) {
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return;
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@ -51,9 +51,9 @@ void HUD_DrawWeaponSelect_Back(void)
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if (pSeat->fHUDWeaponSelectTime < time) {
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pSeat->fHUDWeaponSelected = pl.activeweapon;
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sound(self, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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} else {
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sound(self, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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pSeat->fHUDWeaponSelected++;
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if (pSeat->fHUDWeaponSelected >= g_weapons.length) {
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pSeat->fHUDWeaponSelected = 1;
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@ -70,7 +70,7 @@ void HUD_DrawWeaponSelect_Back(void)
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void HUD_DrawWeaponSelect_Trigger(void)
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{
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sendevent("PlayerSwitchWeapon", "f", pSeat->fHUDWeaponSelected);
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sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.5f, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_select.wav", 0.5f, ATTN_NONE);
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pSeat->fHUDWeaponSelected = pSeat->fHUDWeaponSelectTime = 0;
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}
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@ -86,7 +86,7 @@ void HUD_DrawWeaponSelect_Num(vector vPos, float fValue)
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int Weapon_InSlotPos(int slot, int pos)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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for (int i = 1; i < g_weapons.length; i++) {
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if (g_weapons[i].slot == slot && g_weapons[i].slot_pos == pos) {
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if (pl.items & g_weapons[i].id) {
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@ -100,13 +100,13 @@ int Weapon_InSlotPos(int slot, int pos)
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}
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void HUD_DrawWeaponSelect(void)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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if (!pl.activeweapon) {
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return;
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}
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if (pSeat->fHUDWeaponSelectTime < time) {
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if (pSeat->fHUDWeaponSelected) {
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sound(self, CHAN_ITEM, "common/wpn_hudoff.wav", 0.5, ATTN_NONE);
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sound(pSeat->ePlayer, CHAN_ITEM, "common/wpn_hudoff.wav", 0.5, ATTN_NONE);
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pSeat->fHUDWeaponSelected = 0;
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}
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return;
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@ -8,7 +8,7 @@
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void View_UpdateWeapon(entity vm, entity mflash)
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{
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player pl = (player)self;
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player pl = (player)pSeat->ePlayer;
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if (pSeat->fLastWeapon != pl.activeweapon) {
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pSeat->fLastWeapon = pl.activeweapon;
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@ -1,4 +1,10 @@
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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#define DECALS_MAX 30
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@ -49,6 +55,7 @@ void Decals_PlaceSmall(vector pos)
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decal.nextthink = time /*+ 0.1f*/;
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#endif
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}
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void Decals_PlaceBig(vector pos)
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{
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#ifdef CSQC
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@ -61,6 +68,7 @@ void Decals_PlaceBig(vector pos)
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decal.nextthink = time /*+ 0.1f*/;
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#endif
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}
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void Decals_PlaceScorch(vector pos)
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{
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#ifdef CSQC
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valve/progs.dat
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valve/progs.dat
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