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Add structs for landmark transition (not implemented yet)
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@ -873,7 +873,11 @@ void GGM_SaveState( CBasePlayer *pPlayer )
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if( pPlayer->pev->health <= 0 )
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return;
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pState->t.vecOrigin = pPlayer->pev->origin;
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pState->t.pos.vecOrigin = pPlayer->pev->origin;
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pState->t.pos.vecAngles = pPlayer->pev->angles;
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pState->t.pos.fDuck = !!(pPlayer->pev->flags & FL_DUCKING);
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strncpy( pState->t.pos.mapName, STRING(gpGlobals->mapname), 31 );
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pState->t.flHealth = pPlayer->pev->health;
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pState->t.flBattery = pPlayer->pev->armorvalue;
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if(pPlayer->m_pActiveItem.Get())
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@ -915,8 +919,16 @@ bool GGM_RestoreState(CBasePlayer *pPlayer)
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if( pState->t.flHealth < 1 )
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return false;
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pPlayer->pev->armorvalue = pState->t.flBattery;
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pPlayer->pev->origin = pState->t.vecOrigin;
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pPlayer->pev->health = pState->t.flHealth;
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pPlayer->pev->origin = pState->t.pos.vecOrigin;
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if( pState->t.pos.fDuck )
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{
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pPlayer->pev->view_ofs.z = 12;
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pPlayer->pev->flags |= FL_DUCKING;
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UTIL_SetSize( pPlayer->pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
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}
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pPlayer->pev->angles = pState->t.pos.vecAngles;
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pPlayer->RemoveAllItems( FALSE );
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for( i = 0; i < MAX_WEAPONS; i++ )
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@ -103,9 +103,35 @@ public:
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void Show();
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};
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// offset for all maps relative to current map
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struct GGMMapOffset
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{
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struct GGMMapOffset *pNext;
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char mapName[32];
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Vector vecOffset;
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};
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// use this to translate GGMMapOffset during changelevel
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struct GGMLandmarkTransition
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{
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char sourceMap[32];
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char targetMap[32];
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Vector vecLandmark;
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};
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// full player map-independed position data
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struct GGMPosition
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{
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Vector vecOrigin;
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Vector vecAngles;
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char mapName[32];
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char trainGlobal[32];
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Vector vecTrainOffset;
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Vector vecTrainAngles;
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bool fDuck;
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};
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// login records are persistent
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struct GGMLogin
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{
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struct GGMLogin *pNext;
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@ -138,7 +164,7 @@ struct GGMTempState
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char rgiClip[MAX_WEAPONS];// ammo names
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int rgAmmo[MAX_AMMO_SLOTS];// ammo quantities
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char WeaponName[32];
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Vector vecOrigin;
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GGMPosition pos;
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};
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struct GGMPlayerState
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