flag sync fix
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2546 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -560,7 +560,7 @@ void preparectf(bool cleanonly=false)
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loopi(2)
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{
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flaginfo &f = flaginfos[i];
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f.ack = false;
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f.ack = true;
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f.actor = NULL;
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f.actor_cn = -1;
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f.team = i;
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@@ -201,7 +201,7 @@ void checkitems(playerent *d)
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{
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flaginfo &f = flaginfos[i];
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entity &e = *f.flagent;
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if(!e.spawned || (f.state == CTFF_INBASE && !numflagspawn[i])) continue;
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if(!e.spawned || !f.ack || (f.state == CTFF_INBASE && !numflagspawn[i])) continue;
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if(OUTBORD(e.x, e.y)) continue;
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if(f.state==CTFF_DROPPED) // 3d collision for dropped ctf flags
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{
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