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Commit 8a3368a

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ca invisible bug and chasecam fixes
1 parent 3a61ea2 commit 8a3368a

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2 files changed

+6
-0
lines changed

2 files changed

+6
-0
lines changed

src/g_chase.cpp

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Original file line numberDiff line numberDiff line change
@@ -260,6 +260,7 @@ void FollowNext(gentity_t *ent) {
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ent->client->follow_target = e;
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ent->client->follow_update = true;
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ent->client->sess.spectator_state = SPECTATOR_FOLLOW;
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}
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void FollowPrev(gentity_t *ent) {
@@ -285,6 +286,7 @@ void FollowPrev(gentity_t *ent) {
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ent->client->follow_target = e;
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ent->client->follow_update = true;
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ent->client->sess.spectator_state = SPECTATOR_FOLLOW;
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}
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void FollowCycle(gentity_t *ent, int dir) {
@@ -343,6 +345,7 @@ void GetFollowTarget(gentity_t *ent) {
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continue;
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ent->client->follow_target = ec;
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ent->client->follow_update = true;
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ent->client->sess.spectator_state = SPECTATOR_FOLLOW;
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UpdateChaseCam(ent);
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return;
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}

src/p_client.cpp

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Original file line numberDiff line numberDiff line change
@@ -2942,6 +2942,9 @@ void ClientSpawn(gentity_t *ent) {
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}
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ent->client->ps.stats[STAT_SHOW_STATUSBAR] = 1;
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// ensure playing players are visible (clear SVF_NOCLIENT that may have been set by Entities_Reset)
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ent->svflags &= ~SVF_NOCLIENT;
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// [Paril-KEX] a bit of a hack, but landmark spawns can sometimes cause
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// intersecting spawns, so we'll do a sanity check here...
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if (spawn_from_begin) {

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