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f26743600c
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f26743600c | |||
4f2ac13652 |
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@ -277,13 +277,13 @@ some monsters refire twice automatically
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void(float normal) sub_attack_finished = {
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self.cnt = 0; // refire count for nightmare
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if(skill != 3) {
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if(skill != SK_NIGHTMARE) {
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self.attack_finished = time + normal;
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}
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};
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void(void() thinkst) sub_check_refire = {
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if(skill != 3) {
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if(skill != SK_NIGHTMARE) {
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return;
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}
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if(self.cnt == 1) {
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@ -113,15 +113,9 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
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float take;
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// team play damage avoidance
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if(teamplay == 1 && is_same_team(targ, attacker)) {
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return;
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}
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if(teamplay == 3 && are_both_players(targ, attacker)) {
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return;
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}
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if(!targ.takedamage) {
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if((teamplay == 1 && is_same_team(targ, attacker)) ||
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(teamplay == 3 && are_both_players(targ, attacker)) ||
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!targ.takedamage) {
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return;
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}
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@ -134,7 +128,6 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
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}
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// save damage based on the target's armor level
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save = ceil(targ.armortype * damage);
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if(save >= targ.armorvalue) {
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save = targ.armorvalue;
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@ -147,10 +140,9 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if(targ.flags & FL_CLIENT) {
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_take += take;
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targ.dmg_save += save;
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targ.dmg_inflictor = inflictor;
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}
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@ -185,8 +177,8 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
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oldself = self;
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self = targ;
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if((self.flags & FL_MONSTER) && attacker != world) {
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// get mad unless of the same class(except for soldiers)
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if(self.flags & FL_MONSTER && attacker != world) {
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// get mad unless of the same class (except for soldiers)
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if(self != attacker && attacker != self.enemy) {
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if((self.classname != attacker.classname)
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|| (self.classname == "monster_army")) {
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@ -202,7 +194,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
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if(self.th_pain) {
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self.th_pain(attacker, take);
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// nightmare mode monsters don't go into pain frames often
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if(skill == 3) {
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if(skill == SK_NIGHTMARE) {
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self.pain_finished = time + 5;
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}
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}
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@ -608,6 +608,13 @@ enum {
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AI_MONSTER_HIGH = 48,
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};
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enum {
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SK_EASY,
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SK_NORMAL,
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SK_HARD,
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SK_NIGHTMARE,
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};
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// super co-op additions
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enum {
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PRO_NONE,
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@ -192,7 +192,7 @@ void(vector p) boss_missile = {
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org = self.origin + p_x * v_forward + p_y * v_right + p_z*'0 0 1';
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// lead the player on hard mode
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if(skill > 1) {
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if(skill > SK_NORMAL) {
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t = vec_len(self.enemy.origin - org) / 300;
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vec = self.enemy.velocity;
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vec_z = 0;
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@ -225,7 +225,7 @@ void() boss_awake = {
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set_model(self, "progs/boss.mdl");
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set_size(self, '-128 -128 -24', '128 128 256');
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if(skill == 0) {
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if(skill == SK_EASY) {
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self.health = 1;
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} else {
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self.health = 3;
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@ -187,18 +187,13 @@ void() ogre_fire_grenade = {
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/*
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================
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chainsaw
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FIXME
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================
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*/
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void(float side) chainsaw = {
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vector delta;
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float ldmg;
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if(!self.enemy) {
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return;
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}
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if(!ent_can_damage(self.enemy, self)) {
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if(!self.enemy || !ent_can_damage(self.enemy, self)) {
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return;
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}
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@ -158,7 +158,7 @@ void() shalrath_home = {
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return;
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}
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dir = normalize(vtemp - self.origin);
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if(skill == 3) {
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if(skill == SK_NIGHTMARE) {
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self.velocity = dir * 350;
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} else {
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self.velocity = dir * 250;
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@ -313,12 +313,10 @@ void() sham_magic6 = [ $magic6, sham_magic9 ] {
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sham_cast_lightning();
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sound(self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
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};
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void() sham_magic9 = [ $magic9, sham_magic10 ]
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{sham_cast_lightning();};
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void() sham_magic10 = [ $magic10, sham_magic11 ]
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{sham_cast_lightning();};
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void() sham_magic9 = [ $magic9, sham_magic10 ] {sham_cast_lightning();};
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void() sham_magic10 = [ $magic10, sham_magic11 ] {sham_cast_lightning();};
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void() sham_magic11 = [ $magic11, sham_magic12 ] {
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if(skill == 3) {
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if(skill == SK_NIGHTMARE) {
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sham_cast_lightning();
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}
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};
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@ -399,8 +399,6 @@ has been twice in two seconds, otherwise it goes into one of the four
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fast pain frames.
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A hit of less than 10 points of damage(winged by a shotgun) will be ignored.
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FIXME: don't use pain_finished because of nightmare hack
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=================
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*/
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void(entity attacker, float take) zombie_pain = {
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@ -201,8 +201,7 @@ Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void(float shotcount, vector dir, vector spread) fire_bullets = {
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vector direction;
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vector src;
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vector direction, src;
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make_vectors(self.v_angle);
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@ -382,7 +381,7 @@ void(vector p1, vector p2, entity from, float damage) lightning_damage = {
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f * 16;
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f *= 16;
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e1 = e2 = world;
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@ -197,7 +197,6 @@ void() door_touch = {
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return;
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}
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// FIXME: blink key on player's status bar
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if((self.items & other.items) != self.items) {
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switch(self.owner.items) {
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case IT_KEY1: print_center(other, "You need the ", key_1_name()); break;
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@ -754,7 +754,7 @@ void() key_touch = {
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sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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cmd_client(other, "bf\n");
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other.items = other.items | self.items;
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other.items |= self.items;
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if(!coop) {
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self.solid = SOLID_NOT;
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7
todo
7
todo
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@ -19,8 +19,7 @@ extraneous features:
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add expansion pack entities
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emotes
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player sound effect option
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players shoot through eachother (teamplay 4?)
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player sounds option
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selectable player models and skins
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sound clips
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third person player weapon models
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@ -38,3 +37,7 @@ no friendly fire
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rename all functions to be lower_underscore
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restart map after 10 seconds when everyone is dead
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users can cancel map ends ("<name> initiated travel to <mapname>")
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rejected:
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players shoot through eachother (teamplay 4?) (can theoretically be done in quakec but the math is too complex)
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