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engine: client: apply local client effects only if it wasn't rejected by clientdll
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@ -978,8 +978,13 @@ qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType )
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}
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}
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// don't add the player in firstperson mode
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// don't add the player in firstperson mode
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if( RP_LOCALCLIENT( ent ) && !CL_IsThirdPerson( ) && ( ent->index == cl.viewentity ))
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if( RP_LOCALCLIENT( ent ))
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return false;
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{
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cl.local.apply_effects = true;
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if( !CL_IsThirdPerson( ) && ( ent->index == cl.viewentity ))
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return false;
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}
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if( entityType == ET_BEAM )
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if( entityType == ET_BEAM )
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{
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{
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@ -993,12 +998,8 @@ qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType )
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// because pTemp->entity.curstate.effects
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// because pTemp->entity.curstate.effects
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// is already occupied by FTENT_FLICKER
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// is already occupied by FTENT_FLICKER
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if( entityType != ET_TEMPENTITY )
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if( entityType != ET_TEMPENTITY && !RP_LOCALCLIENT( ent ) )
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{
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{
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// no reason to do it twice
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if( RP_LOCALCLIENT( ent ))
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cl.local.apply_effects = false;
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// apply client-side effects
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// apply client-side effects
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CL_AddEntityEffects( ent );
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CL_AddEntityEffects( ent );
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@ -1050,7 +1051,6 @@ void CL_LinkPlayers( frame_t *frame )
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// apply muzzleflash to weaponmodel
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// apply muzzleflash to weaponmodel
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if( ent && FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ))
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if( ent && FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ))
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SetBits( clgame.viewent.curstate.effects, EF_MUZZLEFLASH );
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SetBits( clgame.viewent.curstate.effects, EF_MUZZLEFLASH );
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cl.local.apply_effects = true;
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// check all the clients but add only visible
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// check all the clients but add only visible
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for( i = 0, state = frame->playerstate; i < MAX_CLIENTS; i++, state++ )
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for( i = 0, state = frame->playerstate; i < MAX_CLIENTS; i++, state++ )
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