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demorecording = true;
starttime = lastmillis;
ddamage = bdamage = 0;
}
COMMAND(record, ARG_1STR)
void
demodamage(int damage, const OFVector3D &o)
{
ddamage = damage;
dorig = o;
}
void
demoblend(int damage)
{
bdamage = damage;
}
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demorecording = true;
starttime = lastmillis;
ddamage = bdamage = 0;
}
COMMAND(record, ARG_1STR)
void
demodamage(int damage, const OFVector3D *o)
{
ddamage = damage;
dorig = *o;
}
void
demoblend(int damage)
{
bdamage = damage;
}
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loopi(NUMGUNS) target.ammo[i] = gzget();
target.state = gzget();
target.lastmove = playbacktime;
if ((bdamage = gzgeti()))
damageblend(bdamage);
if ((ddamage = gzgeti())) {
gzgetv(dorig);
particle_splash(3, ddamage, 1000, dorig);
}
// FIXME: set more client state here
}
// insert latest copy of player into history
if (extras &&
(playerhistory.count == 0 ||
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loopi(NUMGUNS) target.ammo[i] = gzget();
target.state = gzget();
target.lastmove = playbacktime;
if ((bdamage = gzgeti()))
damageblend(bdamage);
if ((ddamage = gzgeti())) {
gzgetv(dorig);
particle_splash(3, ddamage, 1000, &dorig);
}
// FIXME: set more client state here
}
// insert latest copy of player into history
if (extras &&
(playerhistory.count == 0 ||
|