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// processing of server events
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void processevent(client *c, explodeevent &e)
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clientstate &gs = c->state;
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if(!gs.grenades.remove(e.id)) return;
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for(int i = 1; i<c->events.length() && c->events[i].type==GE_HIT; i++)
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hitevent &h = c->events[i].hit;
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if(!clients.inrange(h.target)) continue;
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client *target = clients[h.target];
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if(target->type==ST_EMPTY || target->state.state!=CS_ALIVE || h.lifesequence!=target->state.lifesequence || h.dist<0 || h.dist>EXPDAMRAD) continue;
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for(j = 1; j<i; j++) if(c->events[j].hit.target==h.target) break;
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int damage = int(guns[e.gun].damage*(1-h.dist/EXPDAMRAD));
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serverdamage(target, c, damage, e.gun, true, h.dir);
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void processevent(client *c, shotevent &e)
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clientstate &gs = c->state;
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int wait = e.millis - gs.lastshot;
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if(!gs.isalive(gamemillis) ||
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e.gun<GUN_KNIFE || e.gun>=NUMGUNS ||
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wait<gs.gunwait[e.gun] ||
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if(e.gun!=GUN_KNIFE) gs.mag[e.gun]--;
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loopi(NUMGUNS) if(gs.gunwait[i]) gs.gunwait[i] = max(gs.gunwait[i] - (e.millis-gs.lastshot), 0);
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gs.lastshot = e.millis;
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gs.gunwait[e.gun] = attackdelay(e.gun);
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if(e.gun==GUN_PISTOL && gs.akimbomillis>gamemillis) gs.gunwait[e.gun] /= 2;
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sendf(-1, 1, "ri9x", SV_SHOTFX, c->clientnum, e.gun,
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int(e.from[0]*DMF), int(e.from[1]*DMF), int(e.from[2]*DMF),
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int(e.to[0]*DMF), int(e.to[1]*DMF), int(e.to[2]*DMF),
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gs.shotdamage += guns[e.gun].damage*(e.gun==GUN_SHOTGUN ? SGRAYS : 1);
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case GUN_GRENADE: gs.grenades.add(e.id); break;
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int totalrays = 0, maxrays = e.gun==GUN_SHOTGUN ? SGRAYS : 1;
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for(int i = 1; i<c->events.length() && c->events[i].type==GE_HIT; i++)
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hitevent &h = c->events[i].hit;
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if(!clients.inrange(h.target)) continue;
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client *target = clients[h.target];
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if(target->type==ST_EMPTY || target->state.state!=CS_ALIVE || h.lifesequence!=target->state.lifesequence) continue;
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int rays = e.gun==GUN_SHOTGUN ? h.info : 1;
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if(totalrays>maxrays) continue;
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if(e.gun==GUN_KNIFE) gib = true;
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else if(e.gun==GUN_SNIPER) gib = h.info!=0;
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int damage = rays*guns[e.gun].damage;
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if(e.gun==GUN_SNIPER && gib) damage *= 3;
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serverdamage(target, c, damage, e.gun, gib, h.dir);
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void processevent(client *c, suicideevent &e)
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serverdamage(c, c, 1000, GUN_KNIFE, false);
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void processevent(client *c, pickupevent &e)
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clientstate &gs = c->state;
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if(m_mp(gamemode) && !gs.isalive(gamemillis)) return;
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serverpickup(e.ent, c->clientnum);
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void processevent(client *c, reloadevent &e)
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clientstate &gs = c->state;
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if(!gs.isalive(gamemillis) ||
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e.gun<GUN_KNIFE || e.gun>=NUMGUNS ||
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!reloadable_gun(e.gun) ||
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bool akimbo = e.gun==GUN_PISTOL && gs.akimbomillis>e.millis;
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int mag = (akimbo ? 2 : 1) * magsize(e.gun), numbullets = min(gs.ammo[e.gun], mag - gs.mag[e.gun]);
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if(numbullets<=0) return;
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gs.mag[e.gun] += numbullets;
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gs.ammo[e.gun] -= numbullets;
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int wait = e.millis - gs.lastshot;
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sendf(-1, 1, "ri3", SV_RELOAD, c->clientnum, e.gun);
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if(gs.gunwait[e.gun] && wait<gs.gunwait[e.gun]) gs.gunwait[e.gun] += reloadtime(e.gun);
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loopi(NUMGUNS) if(gs.gunwait[i]) gs.gunwait[i] = max(gs.gunwait[i] - (e.millis-gs.lastshot), 0);
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gs.lastshot = e.millis;
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gs.gunwait[e.gun] += reloadtime(e.gun);
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void processevent(client *c, akimboevent &e)
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clientstate &gs = c->state;
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if(!gs.isalive(gamemillis) || gs.akimbos<=0) return;
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gs.akimbomillis = e.millis+30000;
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void clearevent(client *c)
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while(n<c->events.length() && c->events[n].type==GE_HIT) n++;
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c->events.remove(0, n);
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client *c = clients[i];
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if(c->type==ST_EMPTY) continue;
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while(c->events.length())
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gameevent &e = c->events[0];
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if(e.type<GE_SUICIDE)
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if(e.shot.millis>gamemillis) break;
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if(e.shot.millis<c->lastevent) { clearevent(c); continue; }
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c->lastevent = e.shot.millis;
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case GE_SHOT: processevent(c, e.shot); break;
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case GE_EXPLODE: processevent(c, e.explode); break;
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case GE_AKIMBO: processevent(c, e.akimbo); break;
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case GE_RELOAD: processevent(c, e.reload); break;
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case GE_SUICIDE: processevent(c, e.suicide); break;
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case GE_PICKUP: processevent(c, e.pickup); break;