NSTrigger: SetTeam() will now assign an InfoKey to the target, if it's a client.
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@ -39,14 +39,14 @@ public:
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virtual bool IsDead(void);
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/** Returns if we're a player. That is a type of client that is built on top of NSClientPlayer. */
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virtual bool IsPlayer(void);
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/** Like ClientInputFrame and ServerInputFrame. However it's run on both. */
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/** Like ClientInputFrame and ServerInputFrame, but run on both client and server at the same time. It is run before ClientInputFrame and ServerInputFrame. */
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virtual void SharedInputFrame(void);
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/* overrides */
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virtual void OnRemoveEntity(void);
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#ifdef CLIENT
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/** Client: Called on the client to give a chance to override input variables before networking */
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/** Client: Called on the client to give a chance to override input_* variables before networking them takes place. */
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virtual void ClientInputFrame(void);
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/** Client: Called every single client frame when this client is alive */
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@ -63,8 +63,7 @@ public:
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#endif
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#ifdef SERVER
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/** Server: Like ClientInputFrame, but run on the server.
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It's the first method to be called after receiving the input variables from the client.*/
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/** Server: This is where the input* variables arrive after sending them out from the client (see ClientInputFrame).*/
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virtual void ServerInputFrame(void);
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/** Set the value of an InfoKey. */
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@ -17,6 +17,7 @@
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void
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NSClient::NSClient(void)
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{
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customphysics = Empty; /* we don't want any engine physics to run on clients, ever. */
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flags |= FL_CLIENT;
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XR_Init(this);
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}
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@ -234,6 +234,12 @@ void
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NSTrigger::SetTeam(float new_team)
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{
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team = new_team;
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/* update the InfoKey too if it's a client entity */
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if (flags & FL_CLIENT) {
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NSClient client = (NSClient)this;
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client.SetInfoKey("*team", sprintf("%d", new_team));
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}
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}
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float
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