Initial commit.
This commit is contained in:
486
codemp/client/cl_scrn.cpp
Normal file
486
codemp/client/cl_scrn.cpp
Normal file
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//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
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#include "client.h"
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#ifdef _XBOX
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#include "../cgame/cg_local.h"
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#include "cl_data.h"
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#endif
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#include "../xbox/XBVoice.h"
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extern console_t con;
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qboolean scr_initialized; // ready to draw
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cvar_t *cl_timegraph;
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cvar_t *cl_debuggraph;
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cvar_t *cl_graphheight;
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cvar_t *cl_graphscale;
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cvar_t *cl_graphshift;
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#ifndef FINAL_BUILD
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cvar_t *cl_debugVoice;
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#endif
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/*
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================
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SCR_DrawNamedPic
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Coordinates are 640*480 virtual values
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=================
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*/
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void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {
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qhandle_t hShader;
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assert( width != 0 );
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hShader = re.RegisterShader( picname );
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re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
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}
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/*
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================
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SCR_FillRect
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Coordinates are 640*480 virtual values
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=================
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*/
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void SCR_FillRect( float x, float y, float width, float height, const float *color ) {
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re.SetColor( color );
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re.DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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}
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/*
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================
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SCR_DrawPic
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Coordinates are 640*480 virtual values
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=================
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*/
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void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
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re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
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}
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//===============================================================================
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/*
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===============================================================================
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DEBUG GRAPH
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===============================================================================
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*/
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#ifndef _XBOX
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typedef struct
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{
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float value;
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int color;
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} graphsamp_t;
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static int current;
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static graphsamp_t values[1024];
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#endif
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/*
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==============
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SCR_DebugGraph
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==============
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*/
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void SCR_DebugGraph (float value, int color)
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{
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#ifndef _XBOX
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values[current&1023].value = value;
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values[current&1023].color = color;
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current++;
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#endif
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}
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/*
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==============
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SCR_DrawDebugGraph
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==============
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*/
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void SCR_DrawDebugGraph (void)
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{
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#ifndef _XBOX
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int a, x, y, w, i, h;
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float v;
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int color;
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//
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// draw the graph
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//
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w = cls.glconfig.vidWidth;
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x = 0;
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y = cls.glconfig.vidHeight;
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re.SetColor( g_color_table[0] );
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re.DrawStretchPic(x, y - cl_graphheight->integer,
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w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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for (a=0 ; a<w ; a++)
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{
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i = (current-1-a+1024) & 1023;
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v = values[i].value;
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color = values[i].color;
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v = v * cl_graphscale->integer + cl_graphshift->integer;
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if (v < 0)
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v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer));
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h = (int)v % cl_graphheight->integer;
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re.DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, cls.whiteShader );
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}
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#endif
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}
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//=============================================================================
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/*
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==================
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SCR_Init
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==================
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*/
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void SCR_Init( void ) {
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cl_timegraph = Cvar_Get ("timegraph", "0", CVAR_CHEAT);
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cl_debuggraph = Cvar_Get ("debuggraph", "0", CVAR_CHEAT);
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cl_graphheight = Cvar_Get ("graphheight", "32", CVAR_CHEAT);
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cl_graphscale = Cvar_Get ("graphscale", "1", CVAR_CHEAT);
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cl_graphshift = Cvar_Get ("graphshift", "0", CVAR_CHEAT);
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#ifndef FINAL_BUILD
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cl_debugVoice = Cvar_Get ("debugVoice", "1", 0);
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#endif
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scr_initialized = qtrue;
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}
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//=======================================================
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/*
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==================
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SCR_DrawScreenField
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This will be called twice if rendering in stereo mode
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==================
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*/
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void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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re.BeginFrame( stereoFrame );
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#ifdef _XBOX
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// if(ClientManager::splitScreenMode == qtrue)
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// cls.state = ClientManager::ActiveClient().state;
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#endif
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// wide aspect ratio screens need to have the sides cleared
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// unless they are displaying game renderings
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#ifndef _XBOX
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// Xbox no likey
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if ( cls.state != CA_ACTIVE ) {
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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re.SetColor( g_color_table[0] );
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re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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}
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}
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#endif
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if ( !uivm ) {
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Com_DPrintf("draw screen without UI loaded\n");
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return;
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}
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// if the menu is going to cover the entire screen, we
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// don't need to render anything under it
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//actually, yes you do, unless you want clients to cycle out their reliable
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//commands from sitting in the menu. -rww
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if ( !VM_Call( uivm, UI_IS_FULLSCREEN ) || (!(cls.framecount&7) && cls.state == CA_ACTIVE)) {
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switch( cls.state ) {
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default:
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#ifdef _XBOX
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if(ClientManager::splitScreenMode == qfalse)
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#endif
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Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
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break;
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case CA_CINEMATIC:
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SCR_DrawCinematic();
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break;
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case CA_DISCONNECTED:
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// force menu up
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S_StopAllSounds();
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VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
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break;
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case CA_CONNECTING:
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case CA_CHALLENGING:
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case CA_CONNECTED:
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// connecting clients will only show the connection dialog
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// refresh to update the time
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
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break;
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case CA_LOADING:
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case CA_PRIMED:
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// also draw the connection information, so it doesn't
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// flash away too briefly on local or lan games
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// refresh to update the time
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
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// draw the game information screen and loading progress
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CL_CGameRendering( stereoFrame );
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break;
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case CA_ACTIVE:
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CL_CGameRendering( stereoFrame );
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// SCR_DrawDemoRecording();
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break;
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}
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}
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// the menu draws next
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if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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}
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// console draws next
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Con_DrawConsole ();
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#ifndef FINAL_BUILD
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// Debugging output for voice system
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if( cl_debugVoice->integer )
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g_Voice.DrawVoiceStats();
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#endif
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#ifdef _DEBUG
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// debug graph can be drawn on top of anything
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if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
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SCR_DrawDebugGraph ();
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}
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#endif
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}
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/*
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==================
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
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text to the screen.
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==================
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*/
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#ifdef _XBOX
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int glcfgWidth = 640, glcfgHeight = 480, glcfgX = 0, glcfgY = 0;
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extern glconfig_t glConfig;
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#endif
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void SCR_UpdateScreen( void ) {
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static int recursive;
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if ( !scr_initialized ) {
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return; // not initialized yet
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}
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if ( ++recursive > 2 ) {
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Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" );
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}
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recursive = 1;
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#ifdef _XBOX
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qboolean rendered = qfalse;
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if (ClientManager::splitScreenMode == qtrue)
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{
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// cls.state = ClientManager::ActiveClient().state;
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if (cls.state == CA_ACTIVE)
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{
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int lastClient = ClientManager::ActiveClientNum();
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ClientManager::SetMainClient(0);
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ClientManager::ActivateClient(0);
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glcfgHeight = cgs.glconfig.vidHeight = 240;// glConfig.vidHeight = 240;
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ClientManager::SetMainClient(0);
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ClientManager::ActivateClient(0);
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SCR_DrawScreenField( STEREO_CENTER );
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// Only draw the other screen if there are two clients
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if (ClientManager::NumClients() == 2)
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{
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glcfgY = 240;
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ClientManager::SetMainClient(1);
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ClientManager::ActivateClient(1);
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SCR_DrawScreenField( STEREO_CENTER );
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}
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glcfgY = 0;
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glcfgHeight = cgs.glconfig.vidHeight = glConfig.vidHeight = 480;
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ClientManager::SetMainClient(lastClient);
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ClientManager::ActivateClient(lastClient);
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rendered = qtrue;
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}
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else
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rendered = qfalse;
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}
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if(rendered == qfalse)
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{
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#endif
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// if running in stereo, we need to draw the frame twice
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if ( cls.glconfig.stereoEnabled ) {
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SCR_DrawScreenField( STEREO_LEFT );
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SCR_DrawScreenField( STEREO_RIGHT );
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} else {
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SCR_DrawScreenField( STEREO_CENTER );
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}
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#ifdef _XBOX
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}
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#endif
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if ( com_speeds->integer ) {
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re.EndFrame( &time_frontend, &time_backend );
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} else {
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re.EndFrame( NULL, NULL );
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}
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recursive = 0;
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}
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#define MAX_SCR_LINES 10
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static float scr_centertime_off;
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int scr_center_y;
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//static string scr_font;
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static char scr_centerstring[1024];
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static int scr_center_lines;
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static int scr_center_widths[MAX_SCR_LINES];
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cvar_t *scr_centertime;
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void SCR_CenterPrint (char *str)//, PalIdx_t colour)
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{
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char *s, *last, *start, *write_pos, *save_pos;
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int num_chars;
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int num_lines;
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int width;
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bool done = false;
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bool spaced;
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if (!str)
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{
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scr_centertime_off = 0;
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return;
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}
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// scr_font = string("medium");
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// RWL - commented out
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// width = viddef.width / 8; // rjr hardcoded yuckiness
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#ifdef _XBOX
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if(cg->widescreen)
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width = 720 / 8;
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else
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#endif
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width = 640 / 8; // rjr hardcoded yuckiness
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width -= 4;
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// RWL - commented out
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/*
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if (cl.frame.playerstate.remote_type != REMOTE_TYPE_LETTERBOX)
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{
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width -= 30;
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}
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*/
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scr_centertime_off = scr_centertime->value;
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Com_Printf("\n");
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num_lines = 0;
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write_pos = scr_centerstring;
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scr_center_lines = 0;
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spaced = false;
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for(s = start = str, last=NULL, num_chars = 0; !done ; s++)
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{
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num_chars++;
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if ((*s) == ' ')
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{
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spaced = true;
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last = s;
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scr_centertime_off += 0.2;//give them an extra 0.05 second for each character
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}
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if ((*s) == '\n' || (*s) == 0)
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{
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last = s;
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num_chars = width;
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spaced = true;
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}
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if (num_chars >= width)
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{
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scr_centertime_off += 0.8;//give them an extra half second for each newline
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if (!last)
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{
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last = s;
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}
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if (!spaced)
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{
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last++;
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}
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save_pos = write_pos;
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strncpy(write_pos, start, last-start);
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write_pos += last-start;
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*write_pos = 0;
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write_pos++;
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Com_Printf ("%s\n", save_pos);
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// RWL - commented out
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// scr_center_widths[scr_center_lines] = re.StrlenFont(save_pos, scr_font);;
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#ifdef _XBOX
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if(cg->widescreen)
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scr_center_widths[scr_center_lines] = 720;
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else
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#endif
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scr_center_widths[scr_center_lines] = 640;
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scr_center_lines++;
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if ((*s) == NULL || scr_center_lines >= MAX_SCR_LINES)
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{
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done = true;
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}
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else
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{
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s = last;
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if (spaced)
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{
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last++;
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}
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start = last;
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last = NULL;
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num_chars = 0;
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spaced = false;
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}
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continue;
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}
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}
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// echo it to the console
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Com_Printf("\n\n");
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Con_ClearNotify ();
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}
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Reference in New Issue
Block a user