client: fix Stupid MSVC6 Bug variable declaration
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0b242a0bc9
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@ -101,7 +101,8 @@ int CHudDeathNotice :: Draw( float flTime )
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// How many death messages are there.
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for( int i = 0;i < MAX_DEATHNOTICES; i++)
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int i;
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for( i = 0;i < MAX_DEATHNOTICES; i++)
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{
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if(rgDeathNoticeList[i].iId == 0)
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break;
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@ -236,7 +237,8 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p
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gHUD.m_Spectator.DeathMessage(victim);
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for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
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int i;
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for ( i = 0; i < MAX_DEATHNOTICES; i++ )
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{
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if ( rgDeathNoticeList[i].iId == 0 )
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break;
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@ -385,7 +385,8 @@ int CHudHealth::DrawDamage(float flTime)
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ScaleColors(r, g, b, a);
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// Draw all the items
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for (int i = 0; i < NUM_DMG_TYPES; i++)
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int i;
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for ( i = 0; i < NUM_DMG_TYPES; i++)
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{
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if (m_bitsDamage & giDmgFlags[i])
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{
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@ -424,7 +424,8 @@ void CHud :: VidInit( void )
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// count the number of sprites of the appropriate res
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m_iSpriteCount = 0;
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client_sprite_t *p = m_pSpriteList;
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for ( int j = 0; j < m_iSpriteCountAllRes; j++ )
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int j;
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for ( j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if ( p->iRes == m_iRes )
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m_iSpriteCount++;
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@ -220,7 +220,8 @@ int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int
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int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
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{
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// find the end of the string
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for ( char *szIt = szString; *szIt != 0; szIt++ )
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char *szIt;
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for ( szIt = szString; *szIt != 0; szIt++ )
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{ // we should count the length?
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}
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@ -84,8 +84,8 @@ int CHudMenu :: Draw( float flTime )
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// draw the menu, along the left-hand side of the screen
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// count the number of newlines
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int nlc = 0;
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for ( int i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ )
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int nlc = 0, i;
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for ( i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ )
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{
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if ( g_szMenuString[i] == '\n' )
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nlc++;
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@ -174,7 +174,8 @@ void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIn
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}
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// find an empty string slot
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for ( int i = 0; i < MAX_LINES; i++ )
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int i;
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for ( i = 0; i < MAX_LINES; i++ )
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{
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if ( ! *g_szLineBuffer[i] )
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break;
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@ -336,7 +336,8 @@ void DLLEXPORT HUD_DrawTransparentTriangles( void )
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g_ParticleSystemManager.RenderTransparent();
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// Render laser beams
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for(int i = 0;i < gEngfuncs.GetMaxClients();i++)
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int i;
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for(i = 0;i < gEngfuncs.GetMaxClients();i++)
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{
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cl_entity_t *player = gEngfuncs.GetEntityByIndex(i);
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if(player != NULL && g_iClientLasersEnabled[i])
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@ -275,9 +275,9 @@ public:
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void BuildButtons()
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{
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int iButtonPosY = LIST_BUTTON_Y;
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int iButtonPosY = LIST_BUTTON_Y, i;
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for( int i = 0;i < m_pItemArray->size; i++ )
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for( i = 0;i < m_pItemArray->size; i++ )
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{
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playeritem_t *pItem = &m_pItemArray->array[i];
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ItemButtonShaded *newButton;
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@ -276,7 +276,8 @@ void ScorePanel::Update()
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void ScorePanel::SortTeams()
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{
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// clear out team scores
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for ( int i = 1; i <= m_iNumTeams; i++ )
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int i;
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for ( i = 1; i <= m_iNumTeams; i++ )
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{
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if ( !g_TeamInfo[i].scores_overriden )
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g_TeamInfo[i].frags = g_TeamInfo[i].deaths = 0;
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@ -293,7 +294,8 @@ void ScorePanel::SortTeams()
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continue; // skip over players who are not in a team
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// find what team this player is in
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for ( int j = 1; j <= m_iNumTeams; j++ )
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int j;
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for ( j = 1; j <= m_iNumTeams; j++ )
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{
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if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) )
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break;
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@ -435,7 +437,8 @@ void ScorePanel::SortPlayers( int iTeam, char *team )
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void ScorePanel::RebuildTeams()
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{
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// clear out player counts from teams
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for ( int i = 1; i <= m_iNumTeams; i++ )
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int i;
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for ( i = 1; i <= m_iNumTeams; i++ )
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{
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g_TeamInfo[i].players = 0;
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}
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@ -452,7 +455,8 @@ void ScorePanel::RebuildTeams()
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continue; // skip over players who are not in a team
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// is this player in an existing team?
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for ( int j = 1; j <= m_iNumTeams; j++ )
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int j;
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for ( j = 1; j <= m_iNumTeams; j++ )
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{
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if ( g_TeamInfo[j].name[0] == '\0' )
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break;
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@ -513,8 +517,8 @@ void ScorePanel::FillGrid()
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}
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bool bNextRowIsGap = false;
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for(int row=0; row < NUM_ROWS; row++)
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int row;
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for(row=0; row < NUM_ROWS; row++)
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{
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CGrid *pGridRow = &m_PlayerGrids[row];
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pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0);
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@ -1831,7 +1831,8 @@ int TheWastesViewport::MsgFunc_TeamScore( const char *pszName, int iSize, void *
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char *TeamName = READ_STRING();
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// find the team matching the name
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for ( int i = 1; i <= m_pScoreBoard->m_iNumTeams; i++ )
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int i;
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for ( i = 1; i <= m_pScoreBoard->m_iNumTeams; i++ )
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{
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if ( !stricmp( TeamName, g_TeamInfo[i].name ) )
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break;
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