blocking bad maps in client side, and beginning the work with the medal system
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5031 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -577,9 +577,16 @@ void respawnself()
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}
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}
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extern int checkarea(int maplayout_factor, char *maplayout);
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extern int MA;
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extern float Mh;
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bool tryrespawn()
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{
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if(spawnpermission > SP_OK_NUM)
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if ( Mh >= MAXMHEIGHT || MA >= MAXMAREA ) {
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hudoutf("This map is not supported in multiplayer");
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}
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else if(spawnpermission > SP_OK_NUM)
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{
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hudeditf(HUDMSG_TIMER, "\f3%s", spawnpermission == SP_WRONGMAP ? "You have to be on the correct map to spawn. Type /getmap" : "You can't spawn. You're a spectator.");
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}
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@@ -621,8 +628,8 @@ void dodamage(int damage, playerent *pl, playerent *actor, bool gib, bool local)
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pl->respawnoffset = pl->lastpain = lastmillis;
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playerent *h = local ? player1 : updatefollowplayer(0);
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if(/*actor==h && pl!=actor*/ pl == player1)
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// playerent *h = local ? player1 : updatefollowplayer(0);
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if(/*actor==h && pl!=actor*/ pl == player1) // FIXME
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{
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if(hitsound && lasthit != lastmillis) audiomgr.playsound(S_HITSOUND, SP_LOW);
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lasthit = lastmillis;
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