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if (gzgeti() != ents.length())
return loadgameout();
loopv(ents)
{
ents[i].spawned = gzgetc(f) != 0;
if (ents[i].type == CARROT && !ents[i].spawned)
trigger(ents[i].attr1, ents[i].attr2, true);
};
}
restoreserverstate(ents);
gzread(f, player1, sizeof(dynent));
player1->lastaction = lastmillis;
int nmonsters = gzgeti();
dvector &monsters = getmonsters();
if (nmonsters != monsters.length())
return loadgameout();
loopv(monsters)
{
gzread(f, monsters[i], sizeof(dynent));
monsters[i]->enemy =
player1; // lazy, could save id of enemy instead
monsters[i]->lastaction = monsters[i]->trigger =
monsters[i]->lastaction = monsters[i]->trigger = lastmillis +
lastmillis +
500; // also lazy, but no real noticable effect on game
if (monsters[i]->state == CS_DEAD)
monsters[i]->lastaction = 0;
};
}
restoremonsterstate();
int nplayers = gzgeti();
loopi(nplayers) if (!gzget())
{
dynent *d = getclient(i);
assert(d);
gzread(f, d, sizeof(dynent));
};
}
conoutf(@"savegame restored");
if (demoloading)
startdemo();
else
stop();
}
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COMMAND(record, ARG_1STR)
void
demodamage(int damage, OFVector3D &o)
{
ddamage = damage;
dorig = o;
};
}
void
demoblend(int damage)
{
bdamage = damage;
};
}
void
incomingdemodata(uchar *buf, int len, bool extras)
{
if (!demorecording)
return;
gzputi(lastmillis - starttime);
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vmul(dest, 2 * s3 - 3 * s2 + 1);
vmul(t, -2 * s3 + 3 * s2);
vadd(dest, t);
vmul(t1, s3 - 2 * s2 + s);
vadd(dest, t1);
vmul(t2, s3 - s2);
vadd(dest, t2);
};
}
void
fixwrap(dynent *a, dynent *b)
{
while (b->yaw - a->yaw > 180)
a->yaw += 360;
while (b->yaw - a->yaw < -180)
a->yaw -= 360;
};
}
void
demoplaybackstep()
{
while (demoplayback && lastmillis >= playbacktime) {
int len = gzgeti();
if (len < 1 || len > MAXTRANS) {
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readdemotime();
}
if (demoplayback) {
int itime = lastmillis - demodelaymsec;
loopvrev(playerhistory) if (playerhistory[i]->lastupdate <
itime) // find 2 positions in
// history that surround
// interpolation time point
itime) // find 2 positions in
// history that surround
// interpolation time point
{
dynent *a = playerhistory[i];
dynent *b = a;
if (i + 1 < playerhistory.length())
b = playerhistory[i + 1];
*player1 = *b;
if (a != b) // interpolate pos & angles
{
dynent *c = b;
if (i + 2 < playerhistory.length())
c = playerhistory[i + 2];
dynent *z = a;
if (i - 1 >= 0)
z = playerhistory[i - 1];
// if(a==z || b==c) printf("* %d\n",
// lastmillis);
float bf =
(itime - a->lastupdate) /
float bf = (itime - a->lastupdate) /
(float)(b->lastupdate - a->lastupdate);
fixwrap(a, player1);
fixwrap(c, player1);
fixwrap(z, player1);
vdist(dist, v, z->o, c->o);
if (dist < 16) // if teleport or spawn, dont't
// interpolate
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