Cube  Diff

Differences From Artifact [fc99f9e9f6]:

To Artifact [c92a453804]:


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		monster.lastAction = monster.trigger = lastmillis + 500;
		if (monster.state == CS_DEAD)
			monster.lastAction = 0;
	}
	[Monster restoreAll];

	int nplayers = gzgeti();

	loopi(nplayers) if (!gzget())
	{
		DynamicEntity *d = getclient(i);
		assert(d);
		gzread(f, data.mutableItems, data.count);
		[d setFromSerializedData:data];

	}

	conoutf(@"savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();






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		monster.lastAction = monster.trigger = lastmillis + 500;
		if (monster.state == CS_DEAD)
			monster.lastAction = 0;
	}
	[Monster restoreAll];

	int nplayers = gzgeti();
	for (int i = 0; i < nplayers; i++) {
		if (!gzget()) {

			DynamicEntity *d = getclient(i);
			assert(d);
			gzread(f, data.mutableItems, data.count);
			[d setFromSerializedData:data];
		}
	}

	conoutf(@"savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();
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		gzput(player1.gunSelect);
		gzput(player1.lastAttackGun);
		gzputi(player1.lastAction - starttime);
		gzputi(player1.gunWait);
		gzputi(player1.health);
		gzputi(player1.armour);
		gzput(player1.armourType);

		loopi(NUMGUNS) gzput(player1.ammo[i]);
		gzput(player1.state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);
		if (ddamage) {
			gzputv(&dorig);
			ddamage = 0;






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		gzput(player1.gunSelect);
		gzput(player1.lastAttackGun);
		gzputi(player1.lastAction - starttime);
		gzputi(player1.gunWait);
		gzputi(player1.health);
		gzputi(player1.armour);
		gzput(player1.armourType);
		for (int i = 0; i < NUMGUNS; i++)
			gzput(player1.ammo[i]);
		gzput(player1.state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);
		if (ddamage) {
			gzputv(&dorig);
			ddamage = 0;
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			target.gunSelect = gzget();
			target.lastAttackGun = gzget();
			target.lastAction = scaletime(gzgeti());
			target.gunWait = gzgeti();
			target.health = gzgeti();
			target.armour = gzgeti();
			target.armourType = gzget();

			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);






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			target.gunSelect = gzget();
			target.lastAttackGun = gzget();
			target.lastAction = scaletime(gzgeti());
			target.gunWait = gzgeti();
			target.health = gzgeti();
			target.armour = gzgeti();
			target.armourType = gzget();
			for (int i = 0; i < NUMGUNS; i++)
				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);