git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7309 e016b1c5-ed68-44aa-a2f7-31cac88cffde
494 lines
15 KiB
C++
494 lines
15 KiB
C++
// server.h
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#define gamemode smode // allows the gamemode macros to work with the server mode
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#define SERVER_PROTOCOL_VERSION (PROTOCOL_VERSION) // server without any gameplay modification
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//#define SERVER_PROTOCOL_VERSION (-PROTOCOL_VERSION) // server with gameplay modification but compatible to vanilla client (using /modconnect)
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//#define SERVER_PROTOCOL_VERSION (PROTOCOL_VERSION) // server with incompatible protocol (change PROTOCOL_VERSION in file protocol.h to a negative number!)
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#define valid_flag(f) (f >= 0 && f < 2)
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enum { GE_NONE = 0, GE_SHOT, GE_EXPLODE, GE_HIT, GE_AKIMBO, GE_RELOAD, GE_SUICIDE, GE_PICKUP };
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enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };
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extern int smode, servmillis;
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struct shotevent
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{
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int type;
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int millis, id;
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int gun;
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float from[3], to[3];
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};
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struct explodeevent
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{
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int type;
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int millis, id;
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int gun;
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};
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struct hitevent
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{
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int type;
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int target;
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int lifesequence;
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union
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{
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int info;
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float dist;
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};
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float dir[3];
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};
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struct suicideevent
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{
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int type;
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};
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struct pickupevent
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{
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int type;
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int ent;
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};
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struct akimboevent
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{
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int type;
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int millis, id;
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};
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struct reloadevent
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{
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int type;
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int millis, id;
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int gun;
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};
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union gameevent
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{
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int type;
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shotevent shot;
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explodeevent explode;
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hitevent hit;
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suicideevent suicide;
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pickupevent pickup;
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akimboevent akimbo;
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reloadevent reload;
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};
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template <int N>
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struct projectilestate
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{
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int projs[N];
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int numprojs;
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projectilestate() : numprojs(0) {}
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void reset() { numprojs = 0; }
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void add(int val)
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{
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if(numprojs>=N) numprojs = 0;
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projs[numprojs++] = val;
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}
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bool remove(int val)
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{
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loopi(numprojs) if(projs[i]==val)
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{
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projs[i] = projs[--numprojs];
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return true;
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}
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return false;
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}
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};
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static const int DEATHMILLIS = 300;
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struct clientstate : playerstate
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{
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vec o;
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int state;
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int lastdeath, lastspawn, spawn, lifesequence;
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bool forced;
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int lastshot;
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projectilestate<8> grenades;
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int akimbomillis;
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bool scoped;
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int flagscore, frags, teamkills, deaths, shotdamage, damage, points, events, lastdisc, reconnections;
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clientstate() : state(CS_DEAD) {}
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bool isalive(int gamemillis)
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{
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return state==CS_ALIVE || (state==CS_DEAD && gamemillis - lastdeath <= DEATHMILLIS);
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}
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bool waitexpired(int gamemillis)
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{
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int wait = gamemillis - lastshot;
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loopi(NUMGUNS) if(wait < gunwait[i]) return false;
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return true;
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}
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void reset()
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{
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state = CS_DEAD;
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lifesequence = -1;
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grenades.reset();
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akimbomillis = 0;
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scoped = forced = false;
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flagscore = frags = teamkills = deaths = shotdamage = damage = points = events = lastdisc = reconnections = 0;
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respawn();
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}
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void respawn()
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{
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playerstate::respawn();
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o = vec(-1e10f, -1e10f, -1e10f);
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lastdeath = 0;
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lastspawn = -1;
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spawn = 0;
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lastshot = 0;
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akimbomillis = 0;
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scoped = false;
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}
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};
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struct savedscore
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{
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string name;
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uint ip;
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int frags, flagscore, deaths, teamkills, shotdamage, damage, team, points, events, lastdisc, reconnections;
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bool valid, forced;
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void reset()
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{
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// to avoid 2 connections with the same score... this can disrupt some laggers that eventually produces 2 connections (but it is rare)
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frags = flagscore = deaths = teamkills = shotdamage = damage = points = events = lastdisc = reconnections = 0;
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}
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void save(clientstate &cs, int t)
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{
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frags = cs.frags;
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flagscore = cs.flagscore;
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deaths = cs.deaths;
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teamkills = cs.teamkills;
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shotdamage = cs.shotdamage;
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damage = cs.damage;
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points = cs.points;
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forced = cs.forced;
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events = cs.events;
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lastdisc = cs.lastdisc;
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reconnections = cs.reconnections;
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team = t;
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valid = true;
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}
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void restore(clientstate &cs)
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{
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cs.frags = frags;
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cs.flagscore = flagscore;
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cs.deaths = deaths;
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cs.teamkills = teamkills;
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cs.shotdamage = shotdamage;
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cs.damage = damage;
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cs.points = points;
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cs.forced = forced;
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cs.events = events;
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cs.lastdisc = lastdisc;
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cs.reconnections = reconnections;
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reset();
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}
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};
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struct medals
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{
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int dpt, lasthit, lastgun, ncovers, nhs;
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int combohits, combo, combofrags, combotime, combodamage, ncombos;
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int ask, askmillis, linked, linkmillis, linkreason, upmillis, flagmillis;
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int totalhits, totalshots;
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bool updated, combosend;
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vec pos, flagpos;
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void reset()
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{
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dpt = lasthit = lastgun = ncovers = nhs = 0;
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combohits = combo = combofrags = combotime = combodamage = ncombos = 0;
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askmillis = linkmillis = upmillis = flagmillis = 0;
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linkreason = linked = ask = -1;
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totalhits = totalshots = 0;
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updated = combosend = false;
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pos = flagpos = vec(-1e10f, -1e10f, -1e10f);
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}
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};
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struct client // server side version of "dynent" type
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{
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int type;
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int clientnum;
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ENetPeer *peer;
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string hostname;
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string name;
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int team;
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char lang[3];
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int ping;
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int skin[2];
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int vote;
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int role;
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int connectmillis, lmillis, ldt, spj;
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int mute, spam, lastvc; // server side voice comm spam control
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int acversion, acbuildtype;
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bool isauthed; // for passworded servers
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bool haswelcome;
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bool isonrightmap, loggedwrongmap, freshgame;
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bool timesync;
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int overflow;
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int gameoffset, lastevent, lastvotecall;
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int lastprofileupdate, fastprofileupdates;
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int demoflags;
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clientstate state;
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vector<gameevent> events;
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vector<uchar> position, messages;
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string lastsaytext;
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int saychars, lastsay, spamcount, badspeech, badmillis;
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int at3_score, at3_lastforce, eff_score;
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bool at3_dontmove;
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int spawnindex;
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int spawnperm, spawnpermsent;
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int salt;
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string pwd;
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uint authreq; // for AUTH
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string authname; // for AUTH
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int mapcollisions, farpickups;
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enet_uint32 bottomRTT;
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medals md;
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bool upspawnp;
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int lag;
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vec spawnp;
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int nvotes;
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int input, inputmillis;
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int ffire, wn, f, g, t, y, p;
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int yb, pb, oy, op, lda, ldda, fam;
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int nt[10], np, lp, ls, lsm, ld, nd, nlt, lem, led;
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vec cp[10], dp[10], d0, lv, lt, le;
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float dda, tr, sda;
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int ps, ph, tcn, bdt, pws;
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float pr;
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int yls, pls, tls;
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int bs, bt, blg, bp;
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gameevent &addevent()
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{
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static gameevent dummy;
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if(events.length()>100) return dummy;
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return events.add();
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}
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void mapchange(bool getmap = false)
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{
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state.reset();
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events.setsize(0);
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overflow = 0;
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timesync = false;
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isonrightmap = m_coop;
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spawnperm = SP_WRONGMAP;
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spawnpermsent = servmillis;
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if(!getmap)
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{
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loggedwrongmap = false;
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freshgame = true; // permission to spawn at once
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}
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lastevent = 0;
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at3_lastforce = eff_score = 0;
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mapcollisions = farpickups = 0;
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md.reset();
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upspawnp = false;
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lag = 0;
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spawnp = vec(-1e10f, -1e10f, -1e10f);
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lmillis = ldt = spj = 0;
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ffire = 0;
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f = g = y = p = t = 0;
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yb = pb = oy = op = lda = ldda = fam = 0;
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np = lp = ls = lsm = ld = nd = nlt = lem = led = 0;
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d0 = lv = lt = le = vec(0,0,0);
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loopi(10) { cp[i] = dp[i] = vec(0,0,0); nt[i] = 0; }
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dda = tr = sda = 0;
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ps = ph = bdt = pws = 0;
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tcn = -1;
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pr = 0.0f;
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yls = pls = tls = 0;
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}
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void reset()
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{
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name[0] = pwd[0] = demoflags = 0;
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bottomRTT = ping = 9999;
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team = TEAM_SPECT;
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state.state = CS_SPECTATE;
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loopi(2) skin[i] = 0;
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position.setsize(0);
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messages.setsize(0);
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isauthed = haswelcome = false;
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role = CR_DEFAULT;
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lastvotecall = 0;
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lastprofileupdate = fastprofileupdates = 0;
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vote = VOTE_NEUTRAL;
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lastsaytext[0] = '\0';
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saychars = 0;
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spawnindex = -1;
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authreq = 0; // for AUTH
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mapchange();
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freshgame = false; // don't spawn into running games
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mute = spam = lastvc = badspeech = badmillis = nvotes = 0;
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input = inputmillis = 0;
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wn = -1;
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bs = bt = blg = bp = 0;
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}
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void zap()
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{
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type = ST_EMPTY;
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role = CR_DEFAULT;
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isauthed = haswelcome = false;
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}
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};
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struct ban
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{
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ENetAddress address;
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int millis, type;
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};
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struct worldstate
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{
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enet_uint32 uses;
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vector<uchar> positions, messages;
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};
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struct server_entity // server side version of "entity" type
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{
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int type;
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bool spawned, legalpickup, twice;
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int spawntime;
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short x, y;
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};
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struct demofile
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{
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string info;
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string file;
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uchar *data;
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int len;
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};
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void startgame(const char *newname, int newmode, int newtime = -1, bool notify = true);
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void disconnect_client(int n, int reason = -1);
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void sendiplist(int receiver, int cn = -1);
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int clienthasflag(int cn);
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bool refillteams(bool now = false, int ftr = FTR_AUTOTEAM);
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void changeclientrole(int client, int role, char *pwd = NULL, bool force=false);
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mapstats *getservermapstats(const char *mapname, bool getlayout = false, int *maploc = NULL);
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int findmappath(const char *mapname, char *filename = NULL);
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int calcscores();
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void recordpacket(int chan, void *data, int len);
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void senddisconnectedscores(int cn);
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void process(ENetPacket *packet, int sender, int chan);
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void welcomepacket(packetbuf &p, int n);
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void sendwelcome(client *cl, int chan = 1);
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void sendpacket(int n, int chan, ENetPacket *packet, int exclude = -1, bool demopacket = false);
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int numclients();
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bool updateclientteam(int cln, int newteam, int ftr);
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void forcedeath(client *cl);
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void sendf(int cn, int chan, const char *format, ...);
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extern bool isdedicated;
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extern string smapname;
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extern mapstats smapstats;
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extern char *maplayout;
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const char *messagenames[SV_NUM] =
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{
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"SV_SERVINFO", "SV_WELCOME", "SV_INITCLIENT", "SV_POS", "SV_POSC", "SV_POSN", "SV_TEXT", "SV_TEAMTEXT", "SV_TEXTME", "SV_TEAMTEXTME", "SV_TEXTPRIVATE",
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"SV_SOUND", "SV_VOICECOM", "SV_VOICECOMTEAM", "SV_CDIS",
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"SV_SHOOT", "SV_EXPLODE", "SV_SUICIDE", "SV_AKIMBO", "SV_RELOAD", "SV_AUTHT", "SV_AUTHREQ", "SV_AUTHTRY", "SV_AUTHANS", "SV_AUTHCHAL",
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"SV_GIBDIED", "SV_DIED", "SV_GIBDAMAGE", "SV_DAMAGE", "SV_HITPUSH", "SV_SHOTFX", "SV_THROWNADE",
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"SV_TRYSPAWN", "SV_SPAWNSTATE", "SV_SPAWN", "SV_SPAWNDENY", "SV_FORCEDEATH", "SV_RESUME",
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"SV_DISCSCORES", "SV_TIMEUP", "SV_EDITENT", "SV_ITEMACC",
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"SV_MAPCHANGE", "SV_ITEMSPAWN", "SV_ITEMPICKUP",
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"SV_PING", "SV_PONG", "SV_CLIENTPING", "SV_GAMEMODE",
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"SV_EDITMODE", "SV_EDITH", "SV_EDITT", "SV_EDITS", "SV_EDITD", "SV_EDITE", "SV_NEWMAP",
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"SV_SENDMAP", "SV_RECVMAP", "SV_REMOVEMAP",
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"SV_SERVMSG", "SV_ITEMLIST", "SV_WEAPCHANGE", "SV_PRIMARYWEAP",
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"SV_FLAGACTION", "SV_FLAGINFO", "SV_FLAGMSG", "SV_FLAGCNT",
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"SV_ARENAWIN",
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"SV_SETADMIN", "SV_SERVOPINFO",
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"SV_CALLVOTE", "SV_CALLVOTESUC", "SV_CALLVOTEERR", "SV_VOTE", "SV_VOTERESULT",
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"SV_SETTEAM", "SV_TEAMDENY", "SV_SERVERMODE",
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"SV_IPLIST",
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"SV_LISTDEMOS", "SV_SENDDEMOLIST", "SV_GETDEMO", "SV_SENDDEMO", "SV_DEMOPLAYBACK",
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"SV_CONNECT",
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"SV_SWITCHNAME", "SV_SWITCHSKIN", "SV_SWITCHTEAM",
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"SV_CLIENT",
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"SV_EXTENSION",
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"SV_MAPIDENT", "SV_HUDEXTRAS", "SV_POINTS"
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};
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const char *entnames[MAXENTTYPES] =
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{
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"none?",
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"light", "playerstart", "pistol", "ammobox","grenades",
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"health", "helmet", "armour", "akimbo",
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"mapmodel", "trigger", "ladder", "ctf-flag", "sound", "clip", "plclip"
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};
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// see entity.h:61: struct itemstat { int add, start, max, sound; };
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// Please update ./ac_website/htdocs/docs/introduction.html if these figures change.
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itemstat ammostats[NUMGUNS] =
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{
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{ 1, 1, 1, S_ITEMAMMO }, // knife dummy
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{ 20, 60, 100, S_ITEMAMMO }, // pistol
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{ 15, 30, 30, S_ITEMAMMO }, // carbine
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{ 14, 28, 21, S_ITEMAMMO }, // shotgun
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{ 60, 90, 90, S_ITEMAMMO }, // subgun
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{ 10, 20, 15, S_ITEMAMMO }, // sniper
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{ 40, 60, 60, S_ITEMAMMO }, // assault
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{ 30, 45, 75, S_ITEMAMMO }, // cpistol
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{ 1, 0, 3, S_ITEMAMMO }, // grenade
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{100, 0, 100, S_ITEMAKIMBO} // akimbo
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};
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itemstat powerupstats[I_ARMOUR-I_HEALTH+1] =
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{
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{33, 0, 100, S_ITEMHEALTH}, // 0 health
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{25, 0, 100, S_ITEMHELMET}, // 1 helmet
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{50, 0, 100, S_ITEMARMOUR}, // 2 armour
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};
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guninfo guns[NUMGUNS] =
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{
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// Please update ./ac_website/htdocs/docs/introduction.html if these figures change.
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//mKR: mdl_kick_rot && mKB: mdl_kick_back
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//reI: recoilincrease && reB: recoilbase && reM: maxrecoil && reF: recoilbackfade
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//pFX: pushfactor
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//modelname reload attackdelay piercing part recoil mKR reI reM pFX
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// sound reloadtime damage projspeed spread magsize mKB reB reF isauto
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{ "knife", S_KNIFE, S_NULL, 0, 500, 50, 100, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, false },
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{ "pistol", S_PISTOL, S_RPISTOL, 1400, 160, 18, 0, 0, 0, 53, 10, 10, 6, 5, 6, 35, 58, 125, 1, false },
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{ "carbine", S_CARBINE, S_RCARBINE, 1800, 720, 60, 40, 0, 0, 10, 60, 10, 4, 4, 10, 60, 60, 150, 1, false },
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{ "shotgun", S_SHOTGUN, S_RSHOTGUN, 2400, 800, 1, 0, 0, 0, 1, 35, 7, 9, 9, 10, 140, 140, 125, 1, false }, // CAUTION dmg only sane for server!
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{ "subgun", S_SUBGUN, S_RSUBGUN, 1650, 80, 16, 0, 0, 0, 45, 15, 30, 1, 2, 4, 30, 50, 188, 1, true },
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{ "sniper", S_SNIPER, S_RSNIPER, 1950, 1500, 82, 25, 0, 0, 50, 50, 5, 4, 4, 10, 85, 85, 100, 1, false },
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{ "assault", S_ASSAULT, S_RASSAULT, 2000, 120, 22, 0, 0, 0, 18, 30, 20, 0, 2, 2, 22, 55, 115, 1, true },
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{ "cpistol", S_PISTOL, S_RPISTOL, 1400, 120, 19, 0, 0, 0, 35, 10, 15, 6, 5, 6, 35, 58, 125, 1, false }, // temporary
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{ "grenade", S_NULL, S_NULL, 1000, 650, 200, 0, 20, 6, 1, 1, 1, 3, 1, 0, 0, 0, 0, 3, false },
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{ "pistol", S_PISTOL, S_RAKIMBO, 1400, 80, 19, 0, 0, 0, 50, 10, 20, 6, 5, 10, 10, 18, 115, 1, true },
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};
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const char *teamnames[TEAM_NUM+1] = {"CLA", "RVSF", "CLA-SPECT", "RVSF-SPECT", "SPECTATOR", "void"};
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const char *teamnames_s[TEAM_NUM+1] = {"CLA", "RVSF", "CSPC", "RSPC", "SPEC", "void"};
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// for both client and server
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// default messages are hardcoded !
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char killmessages[2][NUMGUNS][MAXKILLMSGLEN] = {{ "", "busted", "picked off", "peppered", "sprayed", "punctured", "shredded", "busted", "", "busted" }, { "slashed", "", "", "splattered", "", "headshot", "", "", "gibbed", "" }};
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