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engine: client: only check active tempentities when detaching player following tents
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commit
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@ -777,25 +777,15 @@ Detach entity from player
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*/
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*/
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void GAME_EXPORT R_KillAttachedTents( int client )
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void GAME_EXPORT R_KillAttachedTents( int client )
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{
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{
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int i;
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TEMPENTITY *tent;
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if( client <= 0 || client > cl.maxclients )
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if( client <= 0 || client > cl.maxclients )
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return;
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return;
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for( i = 0; i < GI->max_tents; i++ )
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for( tent = cl_active_tents; tent; tent = tent->next )
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{
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{
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TEMPENTITY *pTemp = &cl_tempents[i];
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if( FBitSet( tent->flags, FTENT_PLYRATTACHMENT ) && tent->clientIndex == client )
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tent->die = cl.time;
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if( !FBitSet( pTemp->flags, FTENT_PLYRATTACHMENT ))
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continue;
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// this TEMPENTITY is player attached.
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// if it is attached to this client, set it to die instantly.
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if( pTemp->clientIndex == client )
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{
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// good enough, it will die on next tent update.
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pTemp->die = cl.time;
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}
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}
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}
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}
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}
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