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https://github.com/yquake2/ctf.git
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ff3a920d20
1 changed files with 20 additions and 20 deletions
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@ -22,7 +22,7 @@
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* Interface between client <-> game and client calculations.
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*
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* =======================================================================
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*/
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*/
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#include "../header/local.h"
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#include "../monster/player.h"
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@ -76,11 +76,11 @@ SP_info_player_coop(edict_t *self)
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/*
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* QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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* The deathmatch intermission point will be at one of these
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* Use 'angles' instead of 'angle', so you can set pitch or
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* Use 'angles' instead of 'angle', so you can set pitch or
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* roll as well as yaw. 'pitch yaw roll'
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*/
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void
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SP_info_player_intermission(void)
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SP_info_player_intermission(edict_t *ent)
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{
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}
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@ -89,7 +89,7 @@ SP_info_player_intermission(void)
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void
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player_pain(edict_t *self, edict_t *other, float kick, int damage)
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{
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/* player pain is handled at the
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/* player pain is handled at the
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end of the frame in P_DamageFeedback */
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}
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@ -521,7 +521,7 @@ player_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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memset(self->client->pers.inventory, 0, sizeof(self->client->pers.inventory));
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if (self->health < -40)
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{
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{
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/* gib */
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gi.sound(self, CHAN_BODY, gi.soundindex(
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"misc/udeath.wav"), 1, ATTN_NORM, 0);
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@ -586,7 +586,7 @@ player_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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/* ======================================================================= */
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/*
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* This is only called when the game
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* This is only called when the game
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* first initializes in single player,
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* but is called after each death and
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* level change in deathmatch
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@ -731,7 +731,7 @@ PlayersRangeFromSpot(edict_t *spot)
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}
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/*
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* go to a random point, but NOT the two
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* go to a random point, but NOT the two
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* points closest to other players
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*/
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edict_t *
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@ -824,7 +824,7 @@ SelectFarthestDeathmatchSpawnPoint(void)
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return bestspot;
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}
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/* if there is a player just spawned on
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/* if there is a player just spawned on
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each and every start spot we have no
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choice to turn one into a telefrag meltdown */
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spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch");
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@ -880,7 +880,7 @@ SelectCoopSpawnPoint(edict_t *ent)
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}
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if (Q_stricmp(game.spawnpoint, target) == 0)
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{
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{
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/* this is a coop spawn point for one of the clients here */
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index--;
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@ -942,7 +942,7 @@ SelectSpawnPoint(edict_t *ent, vec3_t origin, vec3_t angles)
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if (!spot)
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{
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if (!game.spawnpoint[0])
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{
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{
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/* there wasn't a spawnpoint without a target, so use any */
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spot = G_Find(spot, FOFS(classname), "info_player_start");
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}
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@ -1062,7 +1062,7 @@ respawn(edict_t *self)
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/* ============================================================== */
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/*
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* Called when a player connects
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* Called when a player connects
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* to a server or respawns in
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* a deathmatch.
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*/
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@ -1225,7 +1225,7 @@ PutClientInServer(edict_t *ent)
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}
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if (!KillBox(ent))
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{
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{
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/* could't spawn in? */
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}
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@ -1237,7 +1237,7 @@ PutClientInServer(edict_t *ent)
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}
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/*
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* A client has just connected to
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* A client has just connected to
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* the server in deathmatch mode,
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* so clear everything out before
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* starting them.
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@ -1288,13 +1288,13 @@ ClientBegin(edict_t *ent)
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return;
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}
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/* if there is already a body waiting for
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/* if there is already a body waiting for
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us (a loadgame), just take it, otherwise
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spawn one from scratch */
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if (ent->inuse == true)
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{
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/* the client has cleared the client side viewangles upon
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connecting to the server, which is different than the
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/* the client has cleared the client side viewangles upon
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connecting to the server, which is different than the
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state when the game is saved, so we need to compensate
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with deltaangles */
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for (i = 0; i < 3; i++)
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@ -1305,7 +1305,7 @@ ClientBegin(edict_t *ent)
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}
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else
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{
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/* a spawn point will completely reinitialize the entity
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/* a spawn point will completely reinitialize the entity
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except for the persistant data that was initialized at
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ClientConnect() time */
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G_InitEdict(ent);
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@ -1513,9 +1513,9 @@ ClientDisconnect(edict_t *ent)
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edict_t *pm_passent;
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/*
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/*
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* pmove doesn't need to know about
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* passent and contentmask
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* passent and contentmask
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*/
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trace_t
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PM_trace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
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@ -1727,7 +1727,7 @@ ClientThink(edict_t *ent, usercmd_t *ucmd)
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client->buttons = ucmd->buttons;
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client->latched_buttons |= client->buttons & ~client->oldbuttons;
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/* save light level the player is
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/* save light level the player is
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standing on for monster sighting AI */
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ent->light_level = ucmd->lightlevel;
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