fix damage indicator overflow after fastforward
break up shiftgametime() time jumps into 5-second jumps and five 1-second jumps for the last five seconds rename respawnoffset to lastdeath (because that's what it is) rename clientside nextmillis to skipmillis (because that's what it does)
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+3
-4
@@ -422,7 +422,7 @@ public:
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enet_uint32 address;
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int lifesequence; // sequence id for each respawn, used in damage test
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int frags, flagscore, deaths, points, tks;
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int lastaction, lastmove, lastpain, lastvoicecom;
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int lastaction, lastmove, lastpain, lastvoicecom, lastdeath;
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int clientrole;
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bool attacking;
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string name;
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@@ -431,7 +431,6 @@ public:
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int nextweapon; // weapon we switch to
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int spectatemode, followplayercn;
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int eardamagemillis;
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int respawnoffset;
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float maxroll, maxrolleffect, movroll, effroll; // roll added by movement and damage
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bool allowmove() { return state!=CS_DEAD || spectatemode==SM_FLY; }
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@@ -449,8 +448,8 @@ public:
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bool ignored, muted;
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playerent() : curskin(0), clientnum(-1), lastupdate(0), plag(0), ping(0), address(0), lifesequence(0), frags(0), flagscore(0), deaths(0), points(0), tks(0), lastpain(0), lastvoicecom(0), clientrole(CR_DEFAULT),
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team(TEAM_SPECT), spectatemode(SM_NONE), eardamagemillis(0), respawnoffset(0), maxroll(ROLLMOVDEF), maxrolleffect(ROLLEFFDEF), movroll(0), effroll(0),
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playerent() : curskin(0), clientnum(-1), lastupdate(0), plag(0), ping(0), address(0), lifesequence(0), frags(0), flagscore(0), deaths(0), points(0), tks(0), lastpain(0), lastvoicecom(0), lastdeath(0), clientrole(CR_DEFAULT),
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team(TEAM_SPECT), spectatemode(SM_NONE), eardamagemillis(0), maxroll(ROLLMOVDEF), maxrolleffect(ROLLEFFDEF), movroll(0), effroll(0),
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prevweaponsel(NULL), weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL),
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smoothmillis(-1),
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head(-1, -1, -1), ignored(false), muted(false)
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