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https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Minor stylistic tweaks of code related to weapon switching.
git-svn-id: https://svn.eduke32.com/eduke32@4215 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
030f72d551
commit
c45ca57eb0
7 changed files with 40 additions and 37 deletions
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@ -690,12 +690,13 @@ int32_t CONFIG_ReadSetup(void)
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// weapon choices are defaulted in G_CheckCommandLine, which may override them
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if (!g_forceWeaponChoice)
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for (i=0; i<10; i++)
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for (i=0; i<=FREEZE_WEAPON; i++)
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{
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Bsprintf(buf,"WeaponChoice%d",i);
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dummy = -1;
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SCRIPT_GetNumber(ud.config.scripthandle, "Misc", buf, &dummy);
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if (dummy >= 0 && dummy<10) g_player[0].wchoice[i] = dummy;
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if (dummy >= 0 && dummy <= FREEZE_WEAPON)
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g_player[0].wchoice[i] = dummy;
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}
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#ifdef _WIN32
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@ -10886,6 +10886,15 @@ static void G_Startup(void)
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Bfflush(NULL);
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}
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static void P_SetupMiscInputSettings(void)
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{
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DukePlayer_t *ps = g_player[myconnectindex].ps;
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ps->aim_mode = ud.mouseaiming;
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ps->auto_aim = ud.config.AutoAim;
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ps->weaponswitch = ud.weaponswitch;
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}
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void G_UpdatePlayerFromMenu(void)
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{
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if (ud.recstat != 0)
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@ -10901,10 +10910,7 @@ void G_UpdatePlayerFromMenu(void)
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{
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/*int32_t j = g_player[myconnectindex].ps->team;*/
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// CODEDUP_UD_TO_GPLAYER
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g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
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g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim;
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g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
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P_SetupMiscInputSettings();
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g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color;
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g_player[myconnectindex].pteam = ud.team;
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@ -11786,10 +11792,7 @@ MAIN_LOOP_RESTART:
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// ud.auto_run = ud.config.RunMode;
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ud.showweapons = ud.config.ShowOpponentWeapons;
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// CODEDUP_UD_TO_GPLAYER
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g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
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g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim;
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g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
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P_SetupMiscInputSettings();
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g_player[myconnectindex].pteam = ud.team;
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if (GametypeFlags[ud.coop] & GAMETYPE_TDM)
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@ -1102,7 +1102,7 @@ const memberlabel_t UserdefsLabels[]=
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{ "screen_size", USERDEFS_SCREEN_SIZE, 0, 0 },
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{ "lockout", USERDEFS_LOCKOUT, 0, 0 },
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{ "crosshair", USERDEFS_CROSSHAIR, 0, 0 },
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{ "wchoice[MAXPLAYERS][MAX_WEAPONS]", USERDEFS_WCHOICE, 0, 0 },
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// { "wchoice[MAXPLAYERS][MAX_WEAPONS]", USERDEFS_WCHOICE, 0, 0 },
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{ "playerai", USERDEFS_PLAYERAI, 0, 0 },
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{ "respawn_monsters", USERDEFS_RESPAWN_MONSTERS, 0, 0 },
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{ "respawn_items", USERDEFS_RESPAWN_ITEMS, 0, 0 },
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@ -805,13 +805,14 @@ static void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap)
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if ((ps->weaponswitch & 1) && (ps->weaponswitch & 4))
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{
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int32_t snum = sprite[ps->i].yvel;
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int32_t i, w, new_wchoice = -1, curr_wchoice = -1;
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int32_t i, new_wchoice = -1, curr_wchoice = -1;
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for (i=0; i<10 && (new_wchoice < 0 || curr_wchoice < 0); i++)
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for (i=0; i<=FREEZE_WEAPON && (new_wchoice < 0 || curr_wchoice < 0); i++)
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{
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w = g_player[snum].wchoice[i];
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int32_t w = g_player[snum].wchoice[i];
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if (w == 0) w = 9;
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if (w == KNEE_WEAPON)
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w = FREEZE_WEAPON;
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else w--;
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if (w == ps->curr_weapon)
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@ -446,15 +446,6 @@ static void __fastcall VM_AccessUserdef(int32_t iSet, int32_t lLabelID, int32_t
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Gv_SetVarX(lVar2, ud.crosshair);
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return;
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// case USERDEFS_WCHOICE:
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// if(iSet)
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// {
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// ud.wchoice = lValue;
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// return;
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// }
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// Gv_SetVarX(lVar2, ud.wchoice);
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// return;
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case USERDEFS_PLAYERAI:
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if (iSet)
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{
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@ -3202,10 +3202,10 @@ void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
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A_PlaySound(PWEAPON(snum, weapon, SelectSound),p->i);
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}
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void P_ChangeWeapon(DukePlayer_t *p,int32_t weapon)
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void P_ChangeWeapon(DukePlayer_t *p, int32_t weapon)
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{
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int32_t i = 0, snum = sprite[p->i].yvel;
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int8_t curr_weapon = p->curr_weapon;
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const int8_t curr_weapon = p->curr_weapon;
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if (p->reloading) return;
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@ -3214,7 +3214,8 @@ void P_ChangeWeapon(DukePlayer_t *p,int32_t weapon)
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if (i == -1)
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return;
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else if (i != -2)
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if (i != -2)
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p->curr_weapon = weapon;
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p->last_weapon = curr_weapon;
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@ -3237,7 +3238,7 @@ void P_ChangeWeapon(DukePlayer_t *p,int32_t weapon)
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P_SetWeaponGamevars(snum, p);
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}
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
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void P_AddWeapon(DukePlayer_t *p, int32_t weapon)
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{
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P_AddWeaponNoSwitch(p, weapon);
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P_ChangeWeapon(p, weapon);
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@ -3266,14 +3267,17 @@ void P_CheckWeapon(DukePlayer_t *p)
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{
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int32_t i, snum, weapon;
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if (p->reloading) return;
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if (p->reloading)
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return;
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if (p->wantweaponfire >= 0)
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{
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weapon = p->wantweaponfire;
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p->wantweaponfire = -1;
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if (weapon == p->curr_weapon) return;
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if (weapon == p->curr_weapon)
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return;
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if ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0)
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{
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P_AddWeapon(p,weapon);
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@ -3288,19 +3292,22 @@ void P_CheckWeapon(DukePlayer_t *p)
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snum = sprite[p->i].yvel;
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for (i=0; i<10; i++)
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for (i=0; i<=FREEZE_WEAPON; i++)
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{
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weapon = g_player[snum].wchoice[i];
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if (VOLUMEONE && weapon > 6) continue;
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if (VOLUMEONE && weapon > SHRINKER_WEAPON)
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continue;
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if (weapon == 0) weapon = 9;
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if (weapon == KNEE_WEAPON)
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weapon = FREEZE_WEAPON;
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else weapon--;
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if (weapon == 0 || ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0))
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if (weapon == KNEE_WEAPON || ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0))
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break;
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}
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if (i == 10) weapon = 0;
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if (i == HANDREMOTE_WEAPON)
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weapon = KNEE_WEAPON;
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// Found the weapon
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@ -3956,8 +3963,7 @@ static void P_ProcessWeapon(int32_t snum)
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if ((*kb) >= PWEAPON(snum, p->curr_weapon, TotalTime))
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{
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(*kb) = 0;
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if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) &&
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PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
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if ((p->ammo_amount[HANDBOMB_WEAPON] > 0) && PIPEBOMB_CONTROL(snum) == PIPEBOMB_REMOTE)
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P_AddWeapon(p,HANDBOMB_WEAPON);
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else P_CheckWeapon(p);
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}
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@ -251,6 +251,7 @@ typedef struct {
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int32_t netsynctime;
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int16_t ping, filler;
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int32_t pcolor, pteam;
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// NOTE: wchoice[HANDREMOTE_WEAPON .. MAX_WEAPONS-1] unused
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uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];
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char vote, gotvote, pingcnt, playerquitflag, ready;
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