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improve
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7f9f9d0eb6
commit
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@ -2,6 +2,8 @@ init()
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{
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{
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level.clientid = 0;
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level.clientid = 0;
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level.allowPrintDamage = true;
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level thread onPlayerConnect();
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level thread onPlayerConnect();
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wait 1;
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wait 1;
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@ -20,5 +22,7 @@ onPlayerConnect()
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player.clientid = level.clientid;
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player.clientid = level.clientid;
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level.clientid++; // Is this safe? What if a server runs for a long time and many people join/leave
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level.clientid++; // Is this safe? What if a server runs for a long time and many people join/leave
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player.printDamage = true;
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}
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}
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}
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}
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@ -6230,6 +6230,8 @@ removeBlockedAnims( array )
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doPrintDamage(dmg, hitloc)
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doPrintDamage(dmg, hitloc)
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{
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{
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self endon( "disconnect" );
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huddamage = newclienthudelem(self);
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huddamage = newclienthudelem(self);
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huddamage.alignx = "center";
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huddamage.alignx = "center";
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huddamage.horzalign = "center";
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huddamage.horzalign = "center";
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@ -6239,9 +6241,15 @@ doPrintDamage(dmg, hitloc)
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huddamage.font = "objective";
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huddamage.font = "objective";
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huddamage setvalue(dmg);
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huddamage setvalue(dmg);
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if (hitloc == "head")
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if ((flags & level.iDFLAGS_RADIUS) != 0)
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huddamage.color = (0.25, 0.25, 0.25);
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if ((flags & level.iDFLAGS_PENETRATION) != 0)
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huddamage.color = (1, 1, 0.25);
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huddamage.color = (1, 1, 0.25);
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if (hitloc == "head")
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huddamage.color = (1, 0.25, 0.25);
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huddamage moveovertime(1);
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huddamage moveovertime(1);
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huddamage fadeovertime(1);
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huddamage fadeovertime(1);
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huddamage.alpha = 0;
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huddamage.alpha = 0;
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@ -6255,15 +6263,24 @@ doPrintDamage(dmg, hitloc)
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wait 1;
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wait 1;
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if ( isDefined( huddamage ) )
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huddamage destroy();
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huddamage destroy();
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}
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}
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finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
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finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
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{
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{
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if ( isDefined( eAttacker ) && isPlayer( eAttacker ) )
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if( isDefined( level.allowPrintDamage ) && level.allowPrintDamage )
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eAttacker thread doPrintDamage(iDamage, sHitLoc);
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{
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else if( isDefined( eAttacker.owner ) && isPlayer( eAttacker.owner ) )
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if ( !isDefined( eAttacker ) )
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eAttacker.owner thread doPrintDamage(iDamage, sHitLoc);
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{
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if ( !isDefined( eInflictor ) )
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self thread doPrintDamage( iDamage, sHitLoc, iDFlags );
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}
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else if ( isPlayer( eAttacker ) && isDefined( eAttacker.printDamage ) && eAttacker.printDamage )
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eAttacker thread doPrintDamage( iDamage, sHitLoc, iDFlags );
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else if( isDefined( eAttacker.owner ) && isPlayer( eAttacker.owner ) && isDefined( eAttacker.owner.printDamage ) && eAttacker.owner.printDamage )
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eAttacker.owner thread doPrintDamage( iDamage, sHitLoc, iDFlags );
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}
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self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
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self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
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