Networking: Make sure level transitions don't miss player entity setup
packets
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b447628a97
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e64bc2ca8e
3 changed files with 8 additions and 22 deletions
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@ -58,7 +58,7 @@ void Game_PlayerPostThink(void)
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player pl = (player)self;
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Animation_PlayerUpdate();
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pl.SendFlags = PLAYER_KEEPALIVE;
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pl.SendFlags |= PLAYER_KEEPALIVE;
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if (pl.old_modelindex != pl.modelindex)
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pl.SendFlags |= PLAYER_MODELINDEX;
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@ -191,26 +191,7 @@ void Game_PutClientInServer(void)
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pl.velocity = [0,0,0];
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pl.frame = 1;
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pl.SendEntity = Player_SendEntity;
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pl.SendFlags = PLAYER_MODELINDEX |
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PLAYER_ORIGIN |
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PLAYER_ORIGIN_Z |
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PLAYER_ANGLES_X |
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PLAYER_ANGLES_Y |
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PLAYER_ANGLES_Z |
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PLAYER_VELOCITY |
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PLAYER_VELOCITY_Z |
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PLAYER_FLAGS |
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PLAYER_WEAPON |
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PLAYER_ITEMS |
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PLAYER_HEALTH |
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PLAYER_ARMOR |
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PLAYER_MOVETYPE |
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PLAYER_VIEWOFS |
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PLAYER_BASEFRAME |
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PLAYER_FRAME |
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PLAYER_AMMO1 |
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PLAYER_AMMO2 |
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PLAYER_AMMO3;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.vPain = Player_Pain;
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@ -68,7 +68,7 @@ Game_PlayerPostThink(void)
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player pl = (player)self;
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Animation_PlayerUpdate();
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pl.SendFlags = PLAYER_KEEPALIVE;
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pl.SendFlags |= PLAYER_KEEPALIVE;
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if (pl.old_modelindex != pl.modelindex) {
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pl.SendFlags |= PLAYER_MODELINDEX;
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@ -177,6 +177,7 @@ Game_DecodeChangeParms(void)
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pl.g_items = parm10;
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pl.activeweapon = parm11;
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}
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void
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Game_SetChangeParms(void)
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{
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@ -228,6 +229,8 @@ Game_PutClientInServer(void)
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pl.velocity = [0,0,0];
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pl.frame = 1;
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pl.SendEntity = Player_SendEntity;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.vPain = Player_Pain;
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pl.vDeath = Player_Death;
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@ -66,6 +66,8 @@ const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
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#define FL_FROZEN (1<<21)
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#define FL_ONLADDER (1<<13)
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#define UPDATE_ALL 16777215
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/* global hitmesh definitions */
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enum {
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BODY_DEFAULT,
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