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@ -510,61 +510,39 @@ player::SendEntity
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=================
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*/
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float
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player::SendEntity(entity ePEnt, float fChanged)
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player::SendEntity(entity ePEnt, float flChanged)
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{
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bool is_spec = false;
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bool spectarget = false;
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/* don't broadcast invisible players */
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if (IsFakeSpectator() && ePEnt != this)
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return (0);
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if (!GetModelindex() && ePEnt != this)
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return (0);
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/* figure out if we should optimise this player */
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if (ePEnt.flags & FL_CLIENT && ePEnt != this) {
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NSClientSpectator sp = (NSClientSpectator)ePEnt;
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is_spec = (sp.IsFakeSpectator() || sp.IsRealSpectator());
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spectarget = (is_spec == true && edict_num(sp.spec_ent) == this);
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}
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/* if we're a spectator of any type and spectate this player */
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if (ePEnt != this && spectarget == false) {
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fChanged &= ~PLAYER_ITEMS;
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fChanged &= ~PLAYER_HEALTH;
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fChanged &= ~PLAYER_TIMINGS;
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fChanged &= ~PLAYER_AMMO1;
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fChanged &= ~PLAYER_AMMO2;
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fChanged &= ~PLAYER_AMMO3;
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fChanged &= ~PLAYER_FLAGS;
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fChanged &= ~PLAYER_PUNCHANGLE;
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fChanged &= ~PLAYER_VIEWZOOM;
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fChanged &= ~PLAYER_SPECTATE;
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}
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flChanged = OptimiseChangedFlags(ePEnt, flChanged);
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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WriteFloat(MSG_ENTITY, flChanged);
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/* the generic client attributes */
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NSClientPlayer::SendEntity(ePEnt, fChanged);
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NSClientPlayer::SendEntity(ePEnt, flChanged);
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if (fChanged & PLAYER_TOPFRAME) {
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if (flChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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WriteFloat(MSG_ENTITY, anim_top_time);
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WriteFloat(MSG_ENTITY, anim_top_delay);
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}
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if (fChanged & PLAYER_BOTTOMFRAME) {
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if (flChanged & PLAYER_BOTTOMFRAME) {
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WriteByte(MSG_ENTITY, anim_bottom);
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WriteFloat(MSG_ENTITY, anim_bottom_time);
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}
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if (fChanged & PLAYER_AMMO1) {
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if (flChanged & PLAYER_AMMO1) {
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WriteByte(MSG_ENTITY, mag_sbs);
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WriteByte(MSG_ENTITY, mag_dbs);
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WriteByte(MSG_ENTITY, mag_rpg);
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}
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if (fChanged & PLAYER_AMMO2) {
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if (flChanged & PLAYER_AMMO2) {
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WriteByte(MSG_ENTITY, m_iAmmoRockets);
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WriteByte(MSG_ENTITY, m_iAmmoNails);
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WriteByte(MSG_ENTITY, m_iAmmoCells);
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@ -573,7 +551,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteByte(MSG_ENTITY, m_iAmmoMedikit);
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}
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if (fChanged & PLAYER_AMMO3) {
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if (flChanged & PLAYER_AMMO3) {
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WriteByte(MSG_ENTITY, mode_tempstate);
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WriteByte(MSG_ENTITY, classtype);
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}
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