Removed the olddeadflag from CPlayer and moved the spawn forward into the PStatus Client Message
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60b3f30ab3
commit
e6c8afa5de
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@ -43,7 +43,6 @@ void CPlayer::Disconnect()
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bot = false;
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savedScore = 0;
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olddeadflag = 0;
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oldteam = 0;
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oldclass = 0;
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oldprone = 0;
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@ -138,7 +137,6 @@ void CPlayer::Init( int pi, edict_t* pe )
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ingame = false;
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bot = false;
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savedScore = 0;
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olddeadflag = 0;
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oldteam = 0;
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oldclass = 0;
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oldprone = 0;
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@ -370,10 +368,6 @@ void CPlayer::PreThink()
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if(!ingame || ignoreBots(pEdict))
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return;
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// Died in the normal way
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if(olddeadflag != 0 && pEdict->v.deadflag == 0 && iFSpawnForward != -1)
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MF_ExecuteForward(iFSpawnForward, index);
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if(oldteam != pEdict->v.team && iFTeamForward != -1)
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MF_ExecuteForward(iFTeamForward, index, pEdict->v.team, oldteam);
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@ -391,7 +385,6 @@ void CPlayer::PreThink()
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// Set the old variables for
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oldprone = pEdict->v.iuser3;
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olddeadflag = pEdict->v.deadflag;
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oldteam = pEdict->v.team;
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oldclass = pEdict->v.playerclass;
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oldstamina = pEdict->v.fuser4;
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@ -95,7 +95,6 @@ class CPlayer
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float clearRound;
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int oldteam;
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int olddeadflag;
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int oldclass;
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float oldstamina;
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@ -104,6 +104,7 @@ void Client_SetFOV(void*);
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void Client_SetFOV_End(void*);
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void Client_Object(void*);
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void Client_Object_End(void*);
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void Client_PStatus(void*);
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typedef void (*funEventCall)(void*);
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@ -125,6 +126,7 @@ extern int gmsgSetFOV;
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extern int gmsgSetFOV_End;
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extern int gmsgObject;
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extern int gmsgObject_End;
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extern int gmsgPStatus;
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extern int iFDamage;
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extern int iFDeath;
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@ -79,6 +79,7 @@ int gmsgSetFOV;
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int gmsgSetFOV_End;
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int gmsgObject;
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int gmsgObject_End;
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int gmsgPStatus;
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RankSystem g_rank;
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Grenades g_grenades;
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@ -117,6 +118,7 @@ g_user_msg[] =
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{ "SetFOV", &gmsgSetFOV_End, Client_SetFOV_End, true },
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{ "Object", &gmsgObject, Client_Object, false },
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{ "Object", &gmsgObject_End, Client_Object_End, true },
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{ "PStatus", &gmsgPStatus, Client_PStatus, false },
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{ "ScoreShort", &gmsgScoreShort, NULL, false },
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{ "PTeam", &gmsgPTeam, NULL, false },
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{ 0,0,0,false }
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@ -349,3 +349,14 @@ void Client_Object_End(void* mValue)
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mPlayer->object.pEdict = NULL;
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}
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}
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// This seems to be only called when the player spawns
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void Client_PStatus(void* mValue)
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{
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switch(mState++)
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{
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case 0:
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MF_ExecuteForward(iFSpawnForward, *(int*)mValue);
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break;
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}
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}
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