removing 3 ints from SV_SHOOT... and some other stuff
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5385 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -118,7 +118,7 @@ void parsepositions(ucharbuf &p)
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int cn, f, g;
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vec o, vel;
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float yaw, pitch, roll = 0;
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bool scoping = false;
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bool scoping, shoot;
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if(type == SV_POSC)
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{
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bitbuf<ucharbuf> q(p);
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@@ -146,6 +146,7 @@ void parsepositions(ucharbuf &p)
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if(negz) z = -z;
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o.z = z / DMF;
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scoping = ( q.getbits(1) ? true : false );
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shoot = ( q.getbits(1) ? true : false );
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}
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else
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{
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@@ -161,6 +162,7 @@ void parsepositions(ucharbuf &p)
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if ((g>>1) & 1) vel.y = getint(p)/DVELF; else vel.y = 0;
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if ((g>>2) & 1) vel.z = getint(p)/DVELF; else vel.z = 0;
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scoping = ( (g>>4) & 1 ? true : false );
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shoot = ( (g>>5) & 1 ? true : false ); // we are not using this yet
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f = getuint(p);
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}
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int seqcolor = (f>>6)&1;
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@@ -838,6 +840,7 @@ void parsemessages(int cn, playerent *d, ucharbuf &p)
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case SV_GAMEMODE:
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nextmode = getint(p);
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if (nextmode >= GMODE_NUM) nextmode -= GMODE_NUM;
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break;
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case SV_TIMEUP:
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