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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-08 21:31:46 +08:00
engine: client: refactor variable declarations
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@@ -80,14 +80,13 @@ we don't want interpolate this
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*/
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static qboolean CL_QuakeEntityTeleported( cl_entity_t *ent, entity_state_t *newstate )
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{
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float len, maxlen;
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vec3_t delta;
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vec3_t delta;
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VectorSubtract( newstate->origin, ent->prevstate.origin, delta );
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// compute potential max movement in units per frame and compare with entity movement
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maxlen = ( clgame.movevars.maxvelocity * ( 1.0f / GAME_FPS ));
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len = VectorLength( delta );
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float maxlen = ( clgame.movevars.maxvelocity * ( 1.0f / GAME_FPS ));
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float len = VectorLength( delta );
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return (len > maxlen);
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}
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@@ -139,33 +138,30 @@ CL_ParseQuakeSound
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*/
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static void CL_ParseQuakeSound( sizebuf_t *msg )
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{
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int channel, sound;
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int flags, entnum;
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float volume, attn;
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sound_t handle;
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vec3_t pos;
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flags = MSG_ReadByte( msg );
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int flags = MSG_ReadByte( msg );
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float volume;
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if( FBitSet( flags, SND_VOLUME ))
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volume = (float)MSG_ReadByte( msg ) / 255.0f;
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else volume = VOL_NORM;
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float attn;
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if( FBitSet( flags, SND_ATTENUATION ))
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attn = (float)MSG_ReadByte( msg ) / 64.0f;
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else attn = ATTN_NONE;
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channel = MSG_ReadWord( msg );
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sound = MSG_ReadByte( msg ); // Quake1 have max 255 precached sounds. erm
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int channel = MSG_ReadWord( msg );
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int sound = MSG_ReadByte( msg ); // Quake1 have max 255 precached sounds. erm
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// positioned in space
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vec3_t pos;
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MSG_ReadVec3Coord( msg, pos );
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entnum = channel >> 3; // entity reletive
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int entnum = channel >> 3; // entity reletive
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channel &= 7;
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// see precached sound
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handle = cl.sound_index[sound];
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sound_t handle = cl.sound_index[sound];
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if( !cl.audio_prepped )
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return; // too early
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@@ -181,11 +177,6 @@ CL_ParseQuakeServerInfo
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*/
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static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
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{
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resource_t *pResource;
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const char *pResName;
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int gametype;
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int i;
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Con_Reportf( "Serverdata packet received.\n" );
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cls.timestart = Platform_DoubleTime();
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@@ -198,7 +189,7 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
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cls.state = ca_connected;
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// parse protocol version number
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i = MSG_ReadLong( msg );
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int i = MSG_ReadLong( msg );
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if( i != PROTOCOL_VERSION_QUAKE )
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{
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@@ -208,7 +199,7 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
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}
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cl.maxclients = MSG_ReadByte( msg );
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gametype = MSG_ReadByte( msg );
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int gametype = MSG_ReadByte( msg );
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clgame.maxEntities = GI->max_edicts;
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clgame.maxEntities = bound( 600, clgame.maxEntities, MAX_EDICTS );
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clgame.maxModels = MAX_MODELS;
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@@ -264,12 +255,12 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
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// Quake just have a large packet of initialization data
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for( i = 1; i < MAX_MODELS; i++ )
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{
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pResName = MSG_ReadString( msg );
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const char *pResName = MSG_ReadString( msg );
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if( COM_StringEmptyOrNULL( pResName ))
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break; // end of list
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pResource = Mem_Calloc( cls.mempool, sizeof( resource_t ));
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resource_t *pResource = Mem_Calloc( cls.mempool, sizeof( resource_t ));
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pResource->type = t_model;
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Q_strncpy( pResource->szFileName, pResName, sizeof( pResource->szFileName ));
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@@ -282,12 +273,12 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
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for( i = 1; i < MAX_SOUNDS; i++ )
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{
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pResName = MSG_ReadString( msg );
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const char *pResName = MSG_ReadString( msg );
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if( COM_StringEmptyOrNULL( pResName ))
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break; // end of list
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pResource = Mem_Calloc( cls.mempool, sizeof( resource_t ));
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resource_t *pResource = Mem_Calloc( cls.mempool, sizeof( resource_t ));
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pResource->type = t_sound;
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Q_strncpy( pResource->szFileName, pResName, sizeof( pResource->szFileName ));
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@@ -340,15 +331,12 @@ CL_ParseQuakeClientData
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*/
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static void CL_ParseQuakeClientData( sizebuf_t *msg )
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{
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int i, bits = MSG_ReadWord( msg );
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frame_t *frame;
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int bits = MSG_ReadWord( msg );
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// this is the frame update that this message corresponds to
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i = cls.netchan.incoming_sequence;
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cl.parsecount = i; // ack'd incoming messages.
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cl.parsecount = cls.netchan.incoming_sequence; // ack'd incoming messages.
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cl.parsecountmod = cl.parsecount & CL_UPDATE_MASK; // index into window.
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frame = &cl.frames[cl.parsecountmod]; // frame at index.
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frame_t *frame = &cl.frames[cl.parsecountmod]; // frame at index.
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frame->time = cl.mtime[0]; // mark network received time
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frame->receivedtime = host.realtime; // time now that we are parsing.
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memset( &frame->graphdata, 0, sizeof( netbandwidthgraph_t ));
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@@ -365,7 +353,7 @@ static void CL_ParseQuakeClientData( sizebuf_t *msg )
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cl.local.idealpitch = MSG_ReadChar( msg );
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else cl.local.idealpitch = 0;
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for( i = 0; i < 3; i++ )
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for( int i = 0; i < 3; i++ )
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{
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if( FBitSet( bits, SU_PUNCH1 << i ))
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frame->clientdata.punchangle[i] = (float)MSG_ReadChar( msg );
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@@ -568,15 +556,14 @@ CL_ParseQuakeParticles
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*/
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static void CL_ParseQuakeParticle( sizebuf_t *msg )
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{
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int count, color;
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vec3_t org, dir;
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vec3_t org, dir;
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MSG_ReadVec3Coord( msg, org );
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dir[0] = MSG_ReadChar( msg ) * 0.0625f;
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dir[1] = MSG_ReadChar( msg ) * 0.0625f;
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dir[2] = MSG_ReadChar( msg ) * 0.0625f;
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count = MSG_ReadByte( msg );
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color = MSG_ReadByte( msg );
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int count = MSG_ReadByte( msg );
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int color = MSG_ReadByte( msg );
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if( count == 255 ) count = 1024;
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R_RunParticleEffect( org, dir, color, count );
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@@ -590,14 +577,12 @@ CL_ParseQuakeStaticSound
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*/
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static void CL_ParseQuakeStaticSound( sizebuf_t *msg )
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{
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int sound_num;
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float vol, attn;
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vec3_t org;
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vec3_t org;
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MSG_ReadVec3Coord( msg, org );
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sound_num = MSG_ReadByte( msg );
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vol = (float)MSG_ReadByte( msg ) / 255.0f;
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attn = (float)MSG_ReadByte( msg ) / 64.0f;
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int sound_num = MSG_ReadByte( msg );
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float vol = (float)MSG_ReadByte( msg ) / 255.0f;
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float attn = (float)MSG_ReadByte( msg ) / 64.0f;
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S_StartSound( org, 0, CHAN_STATIC, cl.sound_index[sound_num], vol, attn, PITCH_NORM, 0 );
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}
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@@ -628,8 +613,6 @@ CL_ParseStaticEntity
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static void CL_ParseQuakeStaticEntity( sizebuf_t *msg )
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{
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entity_state_t state = { 0 };
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cl_entity_t *ent;
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int i;
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if( !clgame.static_entities )
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clgame.static_entities = Mem_Calloc( clgame.mempool, sizeof( cl_entity_t ) * MAX_STATIC_ENTITIES );
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@@ -645,14 +628,14 @@ static void CL_ParseQuakeStaticEntity( sizebuf_t *msg )
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state.origin[2] = MSG_ReadCoord( msg );
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state.angles[2] = MSG_ReadAngle( msg );
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i = clgame.numStatics;
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int i = clgame.numStatics;
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if( i >= MAX_STATIC_ENTITIES )
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{
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Con_Printf( S_ERROR "%s: static entities limit exceeded!\n", __func__ );
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return;
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}
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ent = &clgame.static_entities[i];
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cl_entity_t *ent = &clgame.static_entities[i];
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clgame.numStatics++;
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ent->index = 0; // ???
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@@ -692,16 +675,13 @@ CL_ParseQuakeBaseline
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*/
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static void CL_ParseQuakeBaseline( sizebuf_t *msg )
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{
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entity_state_t state;
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cl_entity_t *ent;
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int newnum;
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newnum = MSG_ReadWord( msg ); // entnum
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int newnum = MSG_ReadWord( msg ); // entnum
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if( newnum >= clgame.maxEntities )
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Host_Error( "%s: no free edicts\n", __func__ );
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// parse baseline
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entity_state_t state;
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memset( &state, 0, sizeof( state ));
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state.modelindex = MSG_ReadByte( msg );
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state.frame = MSG_ReadByte( msg );
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@@ -714,7 +694,7 @@ static void CL_ParseQuakeBaseline( sizebuf_t *msg )
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state.origin[2] = MSG_ReadCoord( msg );
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state.angles[2] = MSG_ReadAngle( msg );
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ent = CL_EDICT_NUM( newnum );
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cl_entity_t *ent = CL_EDICT_NUM( newnum );
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ent->index = newnum;
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ent->player = CL_IsPlayerIndex( newnum );
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ent->prevstate = ent->baseline = state;
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