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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@@ -703,7 +703,7 @@ void damageblend(int n, void *p)
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{
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if(!damagescreen) return;
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if(lastmillis > damageblendmillis || damageblendplayer != p) damageblendmillis = lastmillis;
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damageblendmillis += n*damagescreenfactor;
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damageblendmillis = min(damageblendmillis + n * damagescreenfactor, lastmillis + 3999);
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damageblendplayer = p;
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}
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