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https://github.com/ZDoom/raze-gles.git
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This is better
git-svn-id: https://svn.eduke32.com/eduke32@59 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
f47d670028
commit
3d4ac88590
5 changed files with 83 additions and 77 deletions
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@ -351,5 +351,5 @@ extern void OnEvent(int iEventID, short sActor,short sPlayer,long lDist);
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extern int isspritemakingsound(short i, int num);
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extern int issoundplaying(int num);
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extern void stopspritesound(short num, short i);
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extern void updatenames(void);
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#endif // __funct_h__
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@ -8122,7 +8122,7 @@ void getnames(void)
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buf[l++] = ps[myconnectindex].aim_mode = ud.mouseaiming;
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buf[l++] = ps[myconnectindex].auto_aim = AutoAim;
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buf[l++] = ps[myconnectindex].weaponswitch = ud.weaponswitch;
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buf[l++] = ud.pcolor[myconnectindex] = ud.color;
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buf[l++] = ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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for(i=connecthead;i>=0;i=connectpoint2[i])
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{
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@ -8139,6 +8139,57 @@ void getnames(void)
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gameexit("Please put the Duke Nukem 3D Atomic Edition CD in the CD-ROM drive.");
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}
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void updatenames(void)
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{
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int i,l;
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if(ud.multimode > 1)
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{
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// send update
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for(l=0;l<sizeof(myname)-1;l++)
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ud.user_name[myconnectindex][l] = Btoupper(myname[l]);
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buf[0] = 6;
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buf[1] = myconnectindex;
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buf[2] = BYTEVERSION;
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l = 3;
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//null terminated player name to send
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for(i=0;myname[i];i++) buf[l++] = Btoupper(myname[i]);
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buf[l++] = 0;
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for(i=0;i<10;i++)
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{
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ud.wchoice[myconnectindex][i] = ud.wchoice[0][i];
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buf[l++] = (char)ud.wchoice[0][i];
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}
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buf[l++] = ps[myconnectindex].aim_mode = ud.mouseaiming;
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buf[l++] = ps[myconnectindex].auto_aim = AutoAim;
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buf[l++] = ps[myconnectindex].weaponswitch = ud.weaponswitch;
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buf[l++] = ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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if(sprite[ps[myconnectindex].i].picnum == APLAYER)
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sprite[ps[myconnectindex].i].pal = ud.color;
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for(i=connecthead;i>=0;i=connectpoint2[i])
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{
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if (i != myconnectindex) sendpacket(i,&buf[0],l);
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if ((!networkmode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master
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}
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}
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else
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{
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ps[myconnectindex].aim_mode = ud.mouseaiming;
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ps[myconnectindex].auto_aim = AutoAim;
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ps[myconnectindex].weaponswitch = ud.weaponswitch;
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ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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if(sprite[ps[myconnectindex].i].picnum == APLAYER)
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sprite[ps[myconnectindex].i].pal = ud.color;
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}
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}
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void writestring(long a1,long a2,long a3,short a4,long vx,long vy,long vz)
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{
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@ -8455,7 +8506,7 @@ MAIN_LOOP_RESTART:
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ps[myconnectindex].aim_mode = ud.mouseaiming;
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ps[myconnectindex].auto_aim = AutoAim;
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ps[myconnectindex].weaponswitch = ud.weaponswitch;
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ud.pcolor[myconnectindex] = ud.color;
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ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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ud.warp_on = 0;
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KB_KeyDown[sc_Pause] = 0; // JBF: I hate the pause key
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@ -494,6 +494,20 @@ int getfilenames(char *path, char kind[])
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long quittimer = 0;
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void check_player_color(int *color,int prev_color)
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{
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int i, disallowed[] = { 1, 2, 3, 4, 5, 6, 7, 8, 17, 18, 19, 20, 22 };
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for(i=0;i<(signed)(sizeof(disallowed)/sizeof(disallowed[0]));i++) {
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if(*color == disallowed[i]) {
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if(*color > prev_color)
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(*color)++;
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else (*color)--;
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i=0;
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}
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}
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}
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void menus(void)
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{
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CACHE1D_FIND_REC *dir;
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@ -621,73 +635,25 @@ void menus(void)
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ud.color++;
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if(ud.color > 22)
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ud.color = 0;
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goto check_player_color;
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check_player_color((int *)&ud.color,-1);
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updatenames();
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break;
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case 2:
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AutoAim = (AutoAim == 2) ? 0 : AutoAim+1;
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goto player_menu_update;
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updatenames();
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break;
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case 3:
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ud.weaponswitch = (ud.weaponswitch == 3) ? 0 : ud.weaponswitch+1;
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goto player_menu_update;
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break;
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case 4:
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player_menu_update:
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if(ud.multimode > 1)
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{
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// send update
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for(l=0;myname[l];l++)
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ud.user_name[myconnectindex][l] = Btoupper(myname[l]);
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buf[0] = 6;
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buf[1] = myconnectindex;
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buf[2] = BYTEVERSION;
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l = 3;
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//null terminated player name to send
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for(i=0;myname[i];i++) buf[l++] = Btoupper(myname[i]);
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buf[l++] = 0;
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for(i=0;i<10;i++)
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{
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ud.wchoice[myconnectindex][i] = ud.wchoice[0][i];
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buf[l++] = (char)ud.wchoice[0][i];
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}
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buf[l++] = ps[myconnectindex].aim_mode = ud.mouseaiming;
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buf[l++] = ps[myconnectindex].auto_aim = AutoAim;
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buf[l++] = ps[myconnectindex].weaponswitch = ud.weaponswitch;
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buf[l++] = ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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if(sprite[ps[myconnectindex].i].picnum == APLAYER)
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sprite[ps[myconnectindex].i].pal = ud.color;
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for(i=connecthead;i>=0;i=connectpoint2[i])
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{
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if (i != myconnectindex) sendpacket(i,&buf[0],l);
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if ((!networkmode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master
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}
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}
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else
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{
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ps[myconnectindex].aim_mode = ud.mouseaiming;
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ps[myconnectindex].auto_aim = AutoAim;
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ps[myconnectindex].weaponswitch = ud.weaponswitch;
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ps[myconnectindex].palookup = ud.pcolor[myconnectindex] = ud.color;
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if(sprite[ps[myconnectindex].i].picnum == APLAYER)
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sprite[ps[myconnectindex].i].pal = ud.color;
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}
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updatenames();
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break;
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}
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} else {
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x = strget(200,50-9,buf,12,0);
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if (x) {
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if (x == 1) {
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strcpy(myname,buf);
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Bstrcpy(myname,buf);
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// send name update
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}
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KB_ClearKeyDown(sc_Enter);
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@ -695,7 +661,7 @@ player_menu_update:
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KB_FlushKeyboardQueue();
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current_menu = 20002;
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goto player_menu_update;
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updatenames();
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}
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}
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@ -711,22 +677,9 @@ player_menu_update:
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modval(0,23,(int *)&ud.color,1,probey==1);
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modval(0,2,(int *)&AutoAim,1,probey==2);
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modval(0,3,(int *)&ud.weaponswitch,1,probey==3);
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check_player_color:
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{
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int i, disallowed[] = { 1, 2, 3, 4, 5, 6, 7, 8, 17, 18, 19, 20, 22 };
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for(i=0;i<(signed)(sizeof(disallowed)/sizeof(disallowed[0]));i++) {
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if(ud.color == disallowed[i]) {
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if(ud.color > ud_color)
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ud.color++;
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else ud.color--;
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i=0;
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}
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}
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if(ud_color != ud.color || aaim != AutoAim || ud_weaponswitch != ud.weaponswitch)
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goto player_menu_update;
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}
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check_player_color((int *)&ud.color,ud_color);
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if(ud_color != ud.color || aaim != AutoAim || ud_weaponswitch != ud.weaponswitch)
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updatenames();
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}
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menutext(40,50+20+20,0,0,"AUTO AIM");
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menutext(40,50+20+20+20,0,0,"WEAPON SWITCH");
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@ -434,7 +434,7 @@ struct cvarmappings {
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char *name;
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char *helpstr;
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void *var;
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int type; // 0 = integer, 1 = unsigned integer, 2 = boolean, 3 = string, |128 = not in multiplayer
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int type; // 0 = integer, 1 = unsigned integer, 2 = boolean, 3 = string, |128 = not in multiplayer, |256 = update multi
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int extra; // for string, is the length
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} cvar[] =
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{
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@ -442,7 +442,7 @@ struct cvarmappings {
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{ "showcoords", "showcoords: show your position in the game world", (void*)&ud.coords, CVAR_BOOL, 0 },
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{ "useprecache", "useprecache: enable/disable the pre-level caching routine", (void*)&useprecache, CVAR_BOOL, 0 },
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{ "drawweapon", "drawweapon: enable/disable weapon drawing", (void*)&ud.drawweapon, CVAR_INT, 0 },
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{ "name", "name: change your multiplayer nickname", (void*)&myname[0], CVAR_STRING|128, sizeof(myname) }
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{ "name", "name: change your multiplayer nickname", (void*)&myname[0], CVAR_STRING|256, sizeof(myname) }
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};
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int osdcmd_cvar_set(const osdfuncparm_t *parm)
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@ -486,6 +486,8 @@ int osdcmd_cvar_set(const osdfuncparm_t *parm)
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} break;
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default: break;
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}
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if(cvar[i].type&256)
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updatenames();
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}
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}
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OSD_Printf("\n");
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@ -2979,8 +2979,6 @@ char doincrements(struct player_struct *p)
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// j = sync[snum].avel;
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// p->weapon_ang = -(j/5);
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p->player_par++;
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if(p->invdisptime > 0)
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p->invdisptime--;
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@ -3207,6 +3205,8 @@ void processinput(short snum)
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kb = &p->kickback_pic;
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p->player_par++;
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OnEvent(EVENT_PROCESSINPUT, pi, snum, -1);
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if(p->cheat_phase <= 0) sb_snum = sync[snum].bits;
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