Fix various crashes
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d083450d70
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@ -174,7 +174,8 @@ void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct
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dst->iuser3 = g_iUser3 = src->iuser3;
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dst->iuser3 = g_iUser3 = src->iuser3;
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}
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}
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dst->fuser2 = src->fuser2;
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dst->fuser2 = src->fuser2;
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iOnTrain[src->number] = src->iuser4;
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if( src->number > 0 && src->number < MAX_PLAYERS )
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iOnTrain[src->number] = src->iuser4;
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}
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}
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/*
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/*
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@ -455,6 +455,10 @@ int CHudSpectator::Draw(float flTime)
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if ( m_vPlayerPos[i][2]<0 ) // marked as invisible ?
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if ( m_vPlayerPos[i][2]<0 ) // marked as invisible ?
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continue;
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continue;
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// can player exist without name?
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if( !g_PlayerInfoList[i+1].name )
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continue;
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// check if name would be in inset window
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// check if name would be in inset window
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if ( m_pip->value != INSET_OFF )
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if ( m_pip->value != INSET_OFF )
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@ -466,7 +470,7 @@ int CHudSpectator::Draw(float flTime)
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) continue;
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) continue;
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}
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}
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color = GetClientColor( i+1 );
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color = GetClientColor( i+1 ); // ???
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// draw the players name and health underneath
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// draw the players name and health underneath
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sprintf(string, "%s", g_PlayerInfoList[i+1].name );
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sprintf(string, "%s", g_PlayerInfoList[i+1].name );
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@ -1119,15 +1123,10 @@ void CHudSpectator::DrawOverviewLayer()
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z *= m_OverviewData.layersHeights[0]; // gOverviewData.z_min - 32;
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z *= m_OverviewData.layersHeights[0]; // gOverviewData.z_min - 32;
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// i = r_overviewTexture + ( layer*OVERVIEW_X_TILES*OVERVIEW_Y_TILES );
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// i = r_overviewTexture + ( layer*OVERVIEW_X_TILES*OVERVIEW_Y_TILES );
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gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
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gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
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frame = 0;
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frame = 0;
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gEngfuncs.pfnFillRGBA(0, 0, ScreenWidth, ScreenHeight, 0, 0, 0, 0);
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// rotated view ?
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// rotated view ?
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if ( m_OverviewData.rotated )
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if ( m_OverviewData.rotated )
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