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@ -121,7 +121,6 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = |
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DEFINE_FIELD( CBasePlayer, m_flStaminaStart, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_flStaminaStart, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayer, m_iStaminaLevel, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_iStaminaLevel, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_bCinematicCompleted, FIELD_BOOLEAN ), |
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//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
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//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
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//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
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//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
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@ -192,7 +191,6 @@ int gmsgBhopcap = 0; |
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int gmsgStatusText = 0; |
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int gmsgStatusText = 0; |
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int gmsgStatusValue = 0; |
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int gmsgStatusValue = 0; |
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int gmsgCinematic = 0; |
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int gmsgDeathVision = 0; |
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int gmsgDeathVision = 0; |
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void LinkUserMessages( void ) |
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void LinkUserMessages( void ) |
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@ -242,7 +240,6 @@ void LinkUserMessages( void ) |
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gmsgStatusText = REG_USER_MSG( "StatusText", -1 ); |
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gmsgStatusText = REG_USER_MSG( "StatusText", -1 ); |
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gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 ); |
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gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 ); |
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gmsgCinematic = REG_USER_MSG( "Cinematic", 1 ); |
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gmsgDeathVision = REG_USER_MSG( "DeathVision", 1 ); |
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gmsgDeathVision = REG_USER_MSG( "DeathVision", 1 ); |
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} |
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} |
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@ -2804,7 +2801,6 @@ void CBasePlayer::Spawn( void ) |
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m_iAutoWepSwitch = 1; |
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m_iAutoWepSwitch = 1; |
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m_flStaminaStart = 0; |
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m_flStaminaStart = 0; |
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m_iStaminaLevel = 100; |
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m_iStaminaLevel = 100; |
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m_bCinematicCompleted = FALSE; |
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g_pGameRules->PlayerSpawn( this ); |
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g_pGameRules->PlayerSpawn( this ); |
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} |
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} |
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@ -2931,8 +2927,6 @@ int CBasePlayer::Restore( CRestore &restore ) |
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// Barring that, we clear it out here instead of using the incorrect restored time value.
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// Barring that, we clear it out here instead of using the incorrect restored time value.
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m_flNextAttack = UTIL_WeaponTimeBase(); |
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m_flNextAttack = UTIL_WeaponTimeBase(); |
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#endif |
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#endif |
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// Do not draw cinematic after loading.
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m_bCinematicCompleted = TRUE; |
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return status; |
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return status; |
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} |
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} |
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@ -3833,38 +3827,10 @@ void CBasePlayer::UpdateClientData( void ) |
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// HACKHACK -- send the message to display the game title
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// HACKHACK -- send the message to display the game title
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if( gDisplayTitle ) |
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if( gDisplayTitle ) |
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{ |
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{ |
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if( !m_bCinematicCompleted ) |
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MESSAGE_BEGIN( MSG_ONE, gmsgShowGameTitle, NULL, pev ); |
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{ |
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WRITE_BYTE( 0 ); |
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// ==========================================
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MESSAGE_END(); |
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// Code changes for- Night at the Office:
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// ==========================================
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//
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// -Cinematic bars. Changed the game title code to display widescreen bars,
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// used in the opening of the main game. The bars are active while player
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// is stuck into position, to give a cinematic feel to the opening sequence.
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// So the player wont think he is genuinely stuck into the environment.
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int duration = 0; |
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// training level.
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if( FStrEq( STRING( gpGlobals->mapname ), "trn1" ) ) |
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{ |
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duration = 34; |
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} |
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// start level.
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else if( FStrEq( STRING( gpGlobals->mapname ), "f14" ) ) |
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{ |
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duration = 41; |
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} |
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// Tell client to show cinematic bars.
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MESSAGE_BEGIN( MSG_ONE, gmsgCinematic, NULL, pev ); |
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WRITE_BYTE( duration ); |
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MESSAGE_END(); |
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// Only do this once.
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m_bCinematicCompleted = TRUE; |
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} |
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gDisplayTitle = 0; |
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gDisplayTitle = 0; |
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} |
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} |
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