mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-11 21:11:08 +00:00
Rename (tempstate, playerstate)
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2eb6c4f8bf
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@ -434,7 +434,7 @@ edict_t *GGM_PlayerByID( const char *id )
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if( !player->gravgunmod_data.pState )
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continue;
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if( !strcmp( player->gravgunmod_data.pState->uid, id ) )
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if( !strcmp( player->gravgunmod_data.pState->szUID, id ) )
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return player->edict();
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}
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}
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@ -452,7 +452,7 @@ const char *GGM_GetPlayerID( edict_t *player )
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if( !plr->gravgunmod_data.pState )
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return NULL;
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return plr->gravgunmod_data.pState->uid;
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return plr->gravgunmod_data.pState->szUID;
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}
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struct GGMPlayerState *registered_list;
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@ -465,7 +465,7 @@ struct GGMPlayerState *GGM_FindState( GGMPlayerState *list, const char *uid )
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for( pState = list; pState; pState = pState->pNext )
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{
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if( !strncmp( uid, pState->uid, 32 ) )
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if( !strncmp( uid, pState->szUID, 32 ) )
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return pState;
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}
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return NULL;
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@ -481,7 +481,7 @@ void GGM_WritePersist( GGMPlayerState *pState )
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pState->fNeedWrite = false;
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snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->uid );
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snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->szUID );
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f = fopen( path, "wb" );
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@ -500,7 +500,7 @@ void GGM_ReadPersist( GGMPlayerState *pState )
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if( !pState->fRegistered )
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return;
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snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->uid );
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snprintf( path, 63, "%s/ggm/registrations/%s", gamedir, pState->szUID );
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f = fopen( path, "rb" );
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@ -580,7 +580,7 @@ void GGM_WritePlayers( const char *path )
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break;
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fwrite( &pState->fRegistered, 1, 1, f );
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fwrite( &pState->uid, 33, 1, f );
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fwrite( &pState->szUID, 33, 1, f );
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fwrite( &pState->t, sizeof( struct GGMTempState ), 1, f );
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pState = pState->pNext;
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@ -612,7 +612,7 @@ bool GGM_ReadPlayers( const char *path )
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memset( pState, 0, sizeof( struct GGMPlayerState ) );
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fread( &pState->fRegistered, 1, 1, f );
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fread( &pState->uid, 33, 1, f );
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fread( &pState->szUID, 33, 1, f );
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fread( &pState->t, tsize, 1, f );
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if( feof(f) || ferror( f ) )
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@ -749,7 +749,7 @@ struct GGMPlayerState *GGM_GetRegistration( const char *name )
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pState->pNext = registered_list;
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pState->fRegistered = true;
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registered_list = pState;
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strncpy( pState->uid, name, 32 );
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strncpy( pState->szUID, name, 32 );
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return pState;
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}
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}
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@ -782,7 +782,7 @@ void GGM_WriteLogin( struct GGMLogin *pLogin )
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return;
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fwrite( &pLogin->f, 1, sizeof( pLogin->f ), f );
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fwrite( &pLogin->pState->uid, 1, 33, f );
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fwrite( &pLogin->pState->szUID, 1, 33, f );
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fclose( f );
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}
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@ -847,8 +847,8 @@ struct GGMPlayerState *GGM_GetState( const char *uid, const char *name )
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pState = (struct GGMPlayerState*)calloc( 1, sizeof( struct GGMPlayerState ) );
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memset( pState, 0, sizeof( struct GGMPlayerState ) );
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strncpy( pState->uid, uid, 32 );
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pState->uid[32] = 0;
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strncpy( pState->szUID, uid, 32 );
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pState->szUID[32] = 0;
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pState->pNext = anonymous_list;
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return anonymous_list = pState;
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@ -905,7 +905,7 @@ void GGM_SaveState( CBasePlayer *pPlayer )
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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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strncpy( pState->t.WeaponName, STRING(pPlayer->m_pActiveItem.Get()->v.classname), 31);
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strncpy( pState->t.szWeaponName, STRING(pPlayer->m_pActiveItem.Get()->v.classname), 31);
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for( i = 0; i < MAX_ITEM_TYPES; i++ )
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@ -914,15 +914,15 @@ void GGM_SaveState( CBasePlayer *pPlayer )
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while( pWeapon )
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{
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strncpy( pState->t.rgWeapons[j], STRING(pWeapon->pev->classname), 31);
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strncpy( pState->t.rgszWeapons[j], STRING(pWeapon->pev->classname), 31);
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pState->t.rgiClip[j] = pWeapon->m_iClip;
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j++;
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pWeapon = pWeapon->m_pNext;
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}
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}
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pState->t.rgWeapons[j][0] = 0;
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pState->t.rgszWeapons[j][0] = 0;
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for( i = 0; i < MAX_AMMO_SLOTS; i++ )
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pState->t.rgAmmo[i] = pPlayer->m_rgAmmo[i];
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pState->t.rgszAmmo[i] = pPlayer->m_rgAmmo[i];
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if( pState->fNeedWrite )
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GGM_WritePersist( pState );
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@ -1014,10 +1014,10 @@ bool GGM_RestoreState( CBasePlayer *pPlayer )
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for( i = 0; i < MAX_WEAPONS; i++ )
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{
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if( !pState->t.rgWeapons[i][0] )
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if( !pState->t.rgszWeapons[i][0] )
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break;
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CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon*)CBaseEntity::Create(pState->t.rgWeapons[i], pPlayer->pev->origin, pPlayer->pev->angles );
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CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon*)CBaseEntity::Create(pState->t.rgszWeapons[i], pPlayer->pev->origin, pPlayer->pev->angles );
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if( !pWeapon )
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continue;
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@ -1030,8 +1030,8 @@ bool GGM_RestoreState( CBasePlayer *pPlayer )
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}
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}
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for( i = 0; i < MAX_AMMO_SLOTS; i++ )
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pPlayer->m_rgAmmo[i] = pState->t.rgAmmo[i];
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pPlayer->SelectItem(pState->t.WeaponName);
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pPlayer->m_rgAmmo[i] = pState->t.rgszAmmo[i];
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pPlayer->SelectItem(pState->t.szWeaponName);
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return true;
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}
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@ -1186,7 +1186,7 @@ void GGM_FreeState( const char *uid )
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if( pPlayer && pPlayer->IsPlayer() && pPlayer->gravgunmod_data.pState )
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{
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if( !pPlayer->gravgunmod_data.pState->fRegistered && !strcmp( uid, pPlayer->gravgunmod_data.pState->uid ) )
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if( !pPlayer->gravgunmod_data.pState->fRegistered && !strcmp( uid, pPlayer->gravgunmod_data.pState->szUID ) )
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pPlayer->gravgunmod_data.pState = NULL;
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}
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}
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@ -1194,7 +1194,7 @@ void GGM_FreeState( const char *uid )
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// unlink from list and free
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for( pState = anonymous_list; pState; pState = pState->pNext )
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{
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if( strcmp( uid, pState->uid ) )
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if( strcmp( uid, pState->szUID ) )
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{
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pPrevState = pState;
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continue;
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@ -1277,8 +1277,8 @@ void GGM_Register( CBasePlayer *pPlayer, const char *name, const char *password
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pState = (struct GGMPlayerState*)calloc( 1, sizeof( struct GGMPlayerState ) );
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memset( pState, 0, sizeof( struct GGMPlayerState ) );
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strncpy( pState->uid, name, 32 );
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pState->uid[32] = 0;
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strncpy( pState->szUID, name, 32 );
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pState->szUID[32] = 0;
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pState->fRegistered = true;
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strncpy( pState->p.szPassword, password, 32 );
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GGM_Munge( pState->p.szPassword );
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@ -1290,11 +1290,11 @@ void GGM_Register( CBasePlayer *pPlayer, const char *name, const char *password
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pLogin = (struct GGMLogin*)calloc(1, sizeof( struct GGMLogin ) );
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pLogin->pState = pState;
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strncpy( pLogin->f.szName, STRING(pPlayer->pev->netname ), 32 );
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strncpy( pLogin->f.szUID, pPlayer->gravgunmod_data.pState->uid, 32 );
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strncpy( pLogin->f.szUID, pPlayer->gravgunmod_data.pState->szUID, 32 );
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pLogin->pNext = login_list;
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login_list = pLogin;
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GGM_WriteLogin( pLogin );
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GGM_FreeState( pPlayer->gravgunmod_data.pState->uid );
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GGM_FreeState( pPlayer->gravgunmod_data.pState->szUID );
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pPlayer->gravgunmod_data.pState = pState;
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GGM_ChatPrintf( pPlayer, "Successfully registered as %s!\n", name );
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}
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@ -1397,7 +1397,7 @@ void GGM_Login( CBasePlayer *pPlayer, const char *name, const char *password )
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login_list = pLogin;
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GGM_WriteLogin( pLogin );
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if( pPlayer->gravgunmod_data.pState )
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GGM_FreeState( pPlayer->gravgunmod_data.pState->uid );
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GGM_FreeState( pPlayer->gravgunmod_data.pState->szUID );
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pPlayer->gravgunmod_data.pState = pState;
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GGM_ChatPrintf( pPlayer, "Successfully logged in as %s\n", name );
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@ -2090,7 +2090,7 @@ bool GGM_ClientCommand( CBasePlayer *pPlayer, const char *pCmd )
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if( !pPlayer->gravgunmod_data.pState || !pPlayer->gravgunmod_data.pState->fRegistered )
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return false;
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Ent_ChangeOwner( GGM_GetAuthID(pPlayer), NULL, pPlayer->gravgunmod_data.pState->uid, 1, 2 );
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Ent_ChangeOwner( GGM_GetAuthID(pPlayer), NULL, pPlayer->gravgunmod_data.pState->szUID, 1, 2 );
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return true;
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}
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else if( FStrEq(pCmd, "logout") )
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@ -144,10 +144,10 @@ struct GGMTempState
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float flBattery;
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int iFrags;
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int iDeaths;
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char rgWeapons[MAX_WEAPONS][32];// weapon names
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char rgszWeapons[MAX_WEAPONS][32];// weapon names
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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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int rgszAmmo[MAX_AMMO_SLOTS];// ammo quantities
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char szWeaponName[32];
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GGMPosition pos;
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};
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@ -159,7 +159,7 @@ struct GGMPlayerState
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bool fRegistered;
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bool fNeedWrite;
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// uid or nickname
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char uid[33];
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char szUID[33];
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};
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