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Fix memory leak.
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b925cbd284
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932d269e74
@ -59,6 +59,8 @@ enum
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class CGameRules
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class CGameRules
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{
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{
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public:
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public:
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virtual ~CGameRules();
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virtual void RefreshSkillData( void );// fill skill data struct with proper values
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virtual void RefreshSkillData( void );// fill skill data struct with proper values
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virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
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virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
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@ -462,18 +462,19 @@ void CWorld::Precache( void )
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{
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{
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g_pLastSpawn = NULL;
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g_pLastSpawn = NULL;
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#if 1
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#if 1
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CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
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CVAR_SET_STRING( "sv_gravity", "800" ); // 67ft/sec
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CVAR_SET_STRING("sv_stepsize", "18");
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CVAR_SET_STRING( "sv_stepsize", "18" );
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#else
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#else
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CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
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CVAR_SET_STRING( "sv_gravity", "384" ); // 32ft/sec
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CVAR_SET_STRING("sv_stepsize", "24");
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CVAR_SET_STRING( "sv_stepsize", "24" );
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#endif
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#endif
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CVAR_SET_STRING("room_type", "0");// clear DSP
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CVAR_SET_STRING( "room_type", "0" );// clear DSP
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// Set up game rules
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// Set up game rules
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if( g_pGameRules )
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if( g_pGameRules )
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{
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{
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delete g_pGameRules;
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delete g_pGameRules;
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g_pGameRules = NULL;
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}
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}
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g_pGameRules = InstallGameRules();
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g_pGameRules = InstallGameRules();
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