FossilOrigin-Name: 142095b08fd68abd1fbe2f7849fc6add1d6c45b7bdcdc6e9135815d127be36e2
522 lines
11 KiB
Text
522 lines
11 KiB
Text
// clientgame.cpp: core game related stuff
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#include "cube.h"
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#include <memory>
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int nextmode = 0; // nextmode becomes gamemode after next map load
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VAR(gamemode, 1, 0, 0);
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void
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mode(int n)
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{
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addmsg(1, 2, SV_GAMEMODE, nextmode = n);
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}
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COMMAND(mode, ARG_1INT)
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bool intermission = false;
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dynent *player1 = newdynent(); // our client
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dvector players; // other clients
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VARP(sensitivity, 0, 10, 10000);
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VARP(sensitivityscale, 1, 1, 10000);
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VARP(invmouse, 0, 0, 1);
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int lastmillis = 0;
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int curtime = 10;
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OFString *clientmap;
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OFString *
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getclientmap()
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{
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return clientmap;
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}
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void
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resetmovement(dynent *d)
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{
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d->k_left = false;
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d->k_right = false;
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d->k_up = false;
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d->k_down = false;
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d->jumpnext = false;
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d->strafe = 0;
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d->move = 0;
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};
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void
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spawnstate(dynent *d) // reset player state not persistent accross spawns
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{
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resetmovement(d);
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d->vel.x = d->vel.y = d->vel.z = 0;
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d->onfloor = false;
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d->timeinair = 0;
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d->health = 100;
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d->armour = 50;
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d->armourtype = A_BLUE;
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d->quadmillis = 0;
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d->lastattackgun = d->gunselect = GUN_SG;
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d->gunwait = 0;
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d->attacking = false;
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d->lastaction = 0;
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loopi(NUMGUNS) d->ammo[i] = 0;
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d->ammo[GUN_FIST] = 1;
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if (m_noitems) {
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d->gunselect = GUN_RIFLE;
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d->armour = 0;
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if (m_noitemsrail) {
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d->health = 1;
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d->ammo[GUN_RIFLE] = 100;
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} else {
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if (gamemode == 12) {
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d->gunselect = GUN_FIST;
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return;
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}; // eihrul's secret "instafist" mode
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d->health = 256;
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if (m_tarena) {
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int gun1 = rnd(4) + 1;
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baseammo(d->gunselect = gun1);
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for (;;) {
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int gun2 = rnd(4) + 1;
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if (gun1 != gun2) {
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baseammo(gun2);
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break;
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};
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};
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} else if (m_arena) // insta arena
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{
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d->ammo[GUN_RIFLE] = 100;
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} else // efficiency
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{
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loopi(4) baseammo(i + 1);
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d->gunselect = GUN_CG;
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};
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d->ammo[GUN_CG] /= 2;
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};
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} else {
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d->ammo[GUN_SG] = 5;
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};
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};
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dynent *
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newdynent() // create a new blank player or monster
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{
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dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
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d->o.x = 0;
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d->o.y = 0;
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d->o.z = 0;
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d->yaw = 270;
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d->pitch = 0;
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d->roll = 0;
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d->maxspeed = 22;
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d->outsidemap = false;
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d->inwater = false;
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d->radius = 1.1f;
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d->eyeheight = 3.2f;
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d->aboveeye = 0.7f;
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d->frags = 0;
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d->plag = 0;
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d->ping = 0;
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d->lastupdate = lastmillis;
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d->enemy = NULL;
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d->monsterstate = 0;
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d->name[0] = d->team[0] = 0;
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d->blocked = false;
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d->lifesequence = 0;
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d->state = CS_ALIVE;
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spawnstate(d);
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return d;
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};
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void
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respawnself()
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{
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spawnplayer(player1);
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showscores(false);
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};
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void
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arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
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{
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if (d->state != CS_DEAD) {
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alive++;
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if (lastteam && strcmp(lastteam, d->team))
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oneteam = false;
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lastteam = d->team;
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} else {
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dead++;
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};
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};
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int arenarespawnwait = 0;
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int arenadetectwait = 0;
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void
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arenarespawn()
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{
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if (arenarespawnwait) {
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if (arenarespawnwait < lastmillis) {
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arenarespawnwait = 0;
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conoutf(@"new round starting... fight!");
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respawnself();
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}
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} else if (arenadetectwait == 0 || arenadetectwait < lastmillis) {
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arenadetectwait = 0;
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int alive = 0, dead = 0;
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char *lastteam = NULL;
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bool oneteam = true;
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loopv(players) if (players[i])
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arenacount(players[i], alive, dead, lastteam, oneteam);
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arenacount(player1, alive, dead, lastteam, oneteam);
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if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {
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conoutf(
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@"arena round is over! next round in 5 seconds...");
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if (alive)
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conoutf(
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@"team %s is last man standing", lastteam);
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else
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conoutf(@"everyone died!");
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arenarespawnwait = lastmillis + 5000;
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arenadetectwait = lastmillis + 10000;
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player1->roll = 0;
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};
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};
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};
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void
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zapdynent(dynent *&d)
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{
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if (d)
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gp()->dealloc(d, sizeof(dynent));
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d = NULL;
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};
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extern int democlientnum;
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void
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otherplayers()
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{
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loopv(players) if (players[i])
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{
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const int lagtime = lastmillis - players[i]->lastupdate;
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if (lagtime > 1000 && players[i]->state == CS_ALIVE) {
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players[i]->state = CS_LAGGED;
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continue;
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};
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if (lagtime && players[i]->state != CS_DEAD &&
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(!demoplayback || i != democlientnum))
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moveplayer(
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players[i], 2, false); // use physics to extrapolate
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// player position
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};
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};
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void
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respawn()
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{
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if (player1->state == CS_DEAD) {
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player1->attacking = false;
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if (m_arena) {
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conoutf(@"waiting for new round to start...");
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return;
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}
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if (m_sp) {
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nextmode = gamemode;
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changemap(clientmap);
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return;
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} // if we die in SP we try the same map again
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respawnself();
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}
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}
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int sleepwait = 0;
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static OFString *sleepcmd = nil;
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void
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sleepf(OFString *msec, OFString *cmd)
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{
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sleepwait = (int)msec.longLongValue + lastmillis;
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sleepcmd = cmd;
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}
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COMMANDN(sleep, sleepf, ARG_2STR)
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void
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updateworld(int millis) // main game update loop
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{
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if (lastmillis) {
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curtime = millis - lastmillis;
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if (sleepwait && lastmillis > sleepwait) {
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sleepwait = 0;
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@autoreleasepool {
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std::unique_ptr<char> cmd(
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strdup(sleepcmd.UTF8String));
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execute(cmd.get());
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}
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}
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physicsframe();
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checkquad(curtime);
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if (m_arena)
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arenarespawn();
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moveprojectiles((float)curtime);
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demoplaybackstep();
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if (!demoplayback) {
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if (getclientnum() >= 0)
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shoot(player1, worldpos); // only shoot when
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// connected to server
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gets2c(); // do this first, so we have most accurate
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// information when our player moves
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};
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otherplayers();
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if (!demoplayback) {
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monsterthink();
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if (player1->state == CS_DEAD) {
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if (lastmillis - player1->lastaction < 2000) {
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player1->move = player1->strafe = 0;
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moveplayer(player1, 10, false);
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} else if (!m_arena && !m_sp &&
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lastmillis - player1->lastaction >
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10000)
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respawn();
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} else if (!intermission) {
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moveplayer(player1, 20, true);
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checkitems();
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};
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c2sinfo(player1); // do this last, to reduce the
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// effective frame lag
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};
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};
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lastmillis = millis;
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};
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void
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entinmap(dynent *
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d) // brute force but effective way to find a free spawn spot in the map
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{
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loopi(100) // try max 100 times
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{
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float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
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float dy = (rnd(21) - 10) / 10.0f * i;
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d->o.x += dx;
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d->o.y += dy;
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if (collide(d, true, 0, 0))
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return;
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d->o.x -= dx;
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d->o.y -= dy;
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}
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conoutf(@"can't find entity spawn spot! (%d, %d)", (int)d->o.x,
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(int)d->o.y);
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// leave ent at original pos, possibly stuck
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};
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int spawncycle = -1;
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int fixspawn = 2;
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void
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spawnplayer(dynent *d) // place at random spawn. also used by monsters!
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{
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int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
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loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
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if (spawncycle != -1) {
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d->o.x = ents[spawncycle].x;
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d->o.y = ents[spawncycle].y;
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d->o.z = ents[spawncycle].z;
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d->yaw = ents[spawncycle].attr1;
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d->pitch = 0;
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d->roll = 0;
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} else {
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d->o.x = d->o.y = (float)ssize / 2;
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d->o.z = 4;
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};
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entinmap(d);
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spawnstate(d);
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d->state = CS_ALIVE;
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};
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// movement input code
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#define dir(name, v, d, s, os) \
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void name(bool isdown) \
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{ \
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player1->s = isdown; \
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player1->v = isdown ? d : (player1->os ? -(d) : 0); \
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player1->lastmove = lastmillis; \
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};
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dir(backward, move, -1, k_down, k_up);
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dir(forward, move, 1, k_up, k_down);
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dir(left, strafe, 1, k_left, k_right);
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dir(right, strafe, -1, k_right, k_left);
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void
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attack(bool on)
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{
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if (intermission)
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return;
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if (editmode)
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editdrag(on);
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else if (player1->attacking = on)
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respawn();
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};
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void
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jumpn(bool on)
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{
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if (!intermission && (player1->jumpnext = on))
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respawn();
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};
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COMMAND(backward, ARG_DOWN)
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COMMAND(forward, ARG_DOWN)
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COMMAND(left, ARG_DOWN)
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COMMAND(right, ARG_DOWN)
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COMMANDN(jump, jumpn, ARG_DOWN)
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COMMAND(attack, ARG_DOWN)
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COMMAND(showscores, ARG_DOWN)
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void
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fixplayer1range()
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{
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const float MAXPITCH = 90.0f;
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if (player1->pitch > MAXPITCH)
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player1->pitch = MAXPITCH;
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if (player1->pitch < -MAXPITCH)
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player1->pitch = -MAXPITCH;
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while (player1->yaw < 0.0f)
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player1->yaw += 360.0f;
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while (player1->yaw >= 360.0f)
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player1->yaw -= 360.0f;
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};
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void
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mousemove(int dx, int dy)
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{
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if (player1->state == CS_DEAD || intermission)
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return;
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const float SENSF = 33.0f; // try match quake sens
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player1->yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
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player1->pitch -= (dy / SENSF) *
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(sensitivity / (float)sensitivityscale) *
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(invmouse ? -1 : 1);
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fixplayer1range();
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};
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// damage arriving from the network, monsters, yourself, all ends up here.
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void
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selfdamage(int damage, int actor, dynent *act)
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{
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if (player1->state != CS_ALIVE || editmode || intermission)
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return;
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damageblend(damage);
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demoblend(damage);
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int ad = damage * (player1->armourtype + 1) * 20 /
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100; // let armour absorb when possible
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if (ad > player1->armour)
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ad = player1->armour;
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player1->armour -= ad;
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damage -= ad;
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float droll = damage / 0.5f;
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player1->roll +=
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player1->roll > 0
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? droll
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: (player1->roll < 0
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? -droll
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: (rnd(2) ? droll
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: -droll)); // give player a kick depending
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// on amount of damage
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if ((player1->health -= damage) <= 0) {
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if (actor == -2) {
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conoutf(@"you got killed by %s!", act->name);
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} else if (actor == -1) {
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actor = getclientnum();
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conoutf(@"you suicided!");
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addmsg(1, 2, SV_FRAGS, --player1->frags);
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} else {
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dynent *a = getclient(actor);
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if (a) {
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if (isteam(a->team, player1->team)) {
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conoutf(@"you got fragged by a "
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@"teammate (%s)",
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a->name);
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} else {
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conoutf(
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@"you got fragged by %s", a->name);
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}
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}
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}
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showscores(true);
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addmsg(1, 2, SV_DIED, actor);
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player1->lifesequence++;
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player1->attacking = false;
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player1->state = CS_DEAD;
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player1->pitch = 0;
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player1->roll = 60;
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playsound(S_DIE1 + rnd(2));
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spawnstate(player1);
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player1->lastaction = lastmillis;
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} else {
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playsound(S_PAIN6);
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}
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}
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void
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timeupdate(int timeremain)
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{
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if (!timeremain) {
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intermission = true;
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player1->attacking = false;
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conoutf(@"intermission:");
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conoutf(@"game has ended!");
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showscores(true);
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} else {
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conoutf(@"time remaining: %d minutes", timeremain);
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}
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}
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dynent *
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getclient(int cn) // ensure valid entity
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{
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if (cn < 0 || cn >= MAXCLIENTS) {
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neterr(@"clientnum");
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return NULL;
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}
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while (cn >= players.length())
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players.add(NULL);
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return players[cn] ? players[cn] : (players[cn] = newdynent());
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}
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void
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initclient()
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{
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clientmap = @"";
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initclientnet();
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}
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void
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startmap(OFString *name) // called just after a map load
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{
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if (netmapstart() && m_sp) {
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gamemode = 0;
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conoutf(@"coop sp not supported yet");
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}
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sleepwait = 0;
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monsterclear();
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projreset();
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spawncycle = -1;
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spawnplayer(player1);
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player1->frags = 0;
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loopv(players) if (players[i]) players[i]->frags = 0;
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resetspawns();
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clientmap = name;
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if (editmode)
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toggleedit();
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setvar(@"gamespeed", 100);
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setvar(@"fog", 180);
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setvar(@"fogcolour", 0x8099B3);
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showscores(false);
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intermission = false;
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Cube.sharedInstance.framesInMap = 0;
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conoutf(@"game mode is %s", modestr(gamemode));
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}
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COMMANDN(map, changemap, ARG_1STR)
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