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https://github.com/libretro/libretro-tyrquake.git
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client: rename loop variable in CL_LinkPlayers for better readability
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
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@ -777,7 +777,7 @@ for all current players
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static void
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CL_LinkPlayers(void)
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{
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int j;
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int playernum;
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player_info_t *info;
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player_state_t *state;
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player_state_t exact;
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@ -793,43 +793,44 @@ CL_LinkPlayers(void)
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frame = &cl.frames[cl.parsecount & UPDATE_MASK];
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for (j = 0, info = cl.players, state = frame->playerstate;
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j < MAX_CLIENTS; j++, info++, state++) {
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info = cl.players;
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state = frame->playerstate;
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for (playernum = 0; playernum < MAX_CLIENTS; playernum++, info++, state++) {
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if (state->messagenum != cl.parsecount)
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continue; // not present this frame
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// spawn light flashes, even ones coming from invisible objects
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#ifdef GLQUAKE
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if (!gl_flashblend.value || j != cl.playernum) {
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if (!gl_flashblend.value || playernum != cl.playernum) {
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#endif
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if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight(j, state->origin[0], state->origin[1],
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CL_NewDlight(playernum, state->origin[0], state->origin[1],
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state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_PURPLE);
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else if (state->effects & EF_BLUE)
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CL_NewDlight(j, state->origin[0], state->origin[1],
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CL_NewDlight(playernum, state->origin[0], state->origin[1],
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state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_BLUE);
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else if (state->effects & EF_RED)
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CL_NewDlight(j, state->origin[0], state->origin[1],
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CL_NewDlight(playernum, state->origin[0], state->origin[1],
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state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_RED);
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else if (state->effects & EF_BRIGHTLIGHT)
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CL_NewDlight(j, state->origin[0], state->origin[1],
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CL_NewDlight(playernum, state->origin[0], state->origin[1],
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state->origin[2] + 16, 400 + (rand() & 31),
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0.1, DLIGHT_FLASH);
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else if (state->effects & EF_DIMLIGHT)
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CL_NewDlight(j, state->origin[0], state->origin[1],
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CL_NewDlight(playernum, state->origin[0], state->origin[1],
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state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_FLASH);
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#ifdef GLQUAKE
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}
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#endif
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// the player object never gets added
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if (j == cl.playernum)
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if (playernum == cl.playernum)
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continue;
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if (!state->modelindex)
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continue;
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if (!Cam_DrawPlayer(j))
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if (!Cam_DrawPlayer(playernum))
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continue;
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// grab an entity to fill in
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@ -858,8 +859,7 @@ CL_LinkPlayers(void)
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// only predict half the move to minimize overruns
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msec = 500 * (playertime - state->state_time);
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if (msec <= 0
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|| (!cl_predict_players.value && !cl_predict_players2.value)) {
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if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value)) {
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VectorCopy(state->origin, ent->origin);
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//Con_DPrintf ("nopredict\n");
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} else {
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@ -870,7 +870,7 @@ CL_LinkPlayers(void)
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//Con_DPrintf ("predict: %i\n", msec);
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oldphysent = pmove.numphysent;
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CL_SetSolidPlayers(j);
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CL_SetSolidPlayers(playernum);
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CL_PredictUsercmd(state, &exact, &state->command, false);
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pmove.numphysent = oldphysent;
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VectorCopy(exact.origin, ent->origin);
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