FossilOrigin-Name: e5461ff8527693d6fead8581236f625852d55c2a3d7577e4eac219c7031e774f
455 lines
12 KiB
C++
455 lines
12 KiB
C++
// clientgame.cpp: core game related stuff
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#include "cube.h"
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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 mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
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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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string clientmap;
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extern int framesinmap;
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char *getclientmap() { return clientmap; };
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void 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 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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{
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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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{
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d->health = 1;
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d->ammo[GUN_RIFLE] = 100;
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}
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else
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{
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if(gamemode==12) { d->gunselect = GUN_FIST; return; }; // eihrul's secret "instafist" mode
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d->health = 256;
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if(m_tarena)
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{
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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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{
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int gun2 = rnd(4)+1;
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if(gun1!=gun2) { baseammo(gun2); 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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}
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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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}
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else
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{
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d->ammo[GUN_SG] = 5;
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};
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};
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dynent *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 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 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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{
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alive++;
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if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
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lastteam = d->team;
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}
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else
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{
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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 arenarespawn()
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{
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if(arenarespawnwait)
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{
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if(arenarespawnwait<lastmillis)
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{
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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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}
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else if(arenadetectwait==0 || arenadetectwait<lastmillis)
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{
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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]) 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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{
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conoutf("arena round is over! next round in 5 seconds...");
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if(alive) conoutf("team %s is last man standing", lastteam);
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else 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 zapdynent(dynent *&d)
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{
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if(d) 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 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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{
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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 && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false); // use physics to extrapolate player position
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};
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};
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void respawn()
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{
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if(player1->state==CS_DEAD)
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{
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player1->attacking = false;
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if(m_arena) { conoutf("waiting for new round to start..."); return; };
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if(m_sp) { nextmode = gamemode; changemap(clientmap); return; }; // 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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string sleepcmd;
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void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
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COMMANDN(sleep, sleepf, ARG_2STR);
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void updateworld(int millis) // main game update loop
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{
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if(lastmillis)
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{
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curtime = millis - lastmillis;
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if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
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physicsframe();
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checkquad(curtime);
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if(m_arena) arenarespawn();
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moveprojectiles((float)curtime);
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demoplaybackstep();
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if(!demoplayback)
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{
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if(getclientnum()>=0) shoot(player1, worldpos); // only shoot when connected to server
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gets2c(); // do this first, so we have most accurate information when our player moves
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};
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otherplayers();
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if(!demoplayback)
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{
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monsterthink();
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if(player1->state==CS_DEAD)
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{
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if(lastmillis-player1->lastaction<2000)
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{
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player1->move = player1->strafe = 0;
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moveplayer(player1, 10, false);
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}
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else if(!m_arena && !m_sp && lastmillis-player1->lastaction>10000) respawn();
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}
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else if(!intermission)
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{
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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 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 entinmap(dynent *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)) 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, (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 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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{
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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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}
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else
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{
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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) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; };
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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 attack(bool on)
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{
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if(intermission) return;
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if(editmode) editdrag(on);
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else if(player1->attacking = on) respawn();
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};
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void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };
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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 fixplayer1range()
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{
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const float MAXPITCH = 90.0f;
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if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;
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if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;
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while(player1->yaw<0.0f) player1->yaw += 360.0f;
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while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
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};
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void mousemove(int dx, int dy)
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{
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if(player1->state==CS_DEAD || intermission) 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)*(sensitivity/(float)sensitivityscale)*(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 selfdamage(int damage, int actor, dynent *act)
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{
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if(player1->state!=CS_ALIVE || editmode || intermission) return;
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damageblend(damage);
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demoblend(damage);
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int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
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if(ad>player1->armour) 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 += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending on amount of damage
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if((player1->health -= damage)<=0)
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{
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if(actor==-2)
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{
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conoutf("you got killed by %s!", act->name);
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}
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else if(actor==-1)
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{
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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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}
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else
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{
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dynent *a = getclient(actor);
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if(a)
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{
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if(isteam(a->team, player1->team))
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{
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conoutf("you got fragged by a teammate (%s)", a->name);
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}
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else
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{
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conoutf("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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}
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else
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{
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playsound(S_PAIN6);
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};
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};
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void timeupdate(int timeremain)
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{
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if(!timeremain)
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{
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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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}
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else
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{
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conoutf("time remaining: %d minutes", timeremain);
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};
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};
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dynent *getclient(int cn) // ensure valid entity
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{
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if(cn<0 || cn>=MAXCLIENTS)
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{
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neterr("clientnum");
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return NULL;
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};
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while(cn>=players.length()) players.add(NULL);
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return players[cn] ? players[cn] : (players[cn] = newdynent());
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};
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void initclient()
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{
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clientmap[0] = 0;
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initclientnet();
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};
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void startmap(char *name) // called just after a map load
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{
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if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); };
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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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strcpy_s(clientmap, name);
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if(editmode) 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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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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