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Add strong/weak id to ddnetcharacter
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@ -216,6 +216,7 @@ Objects = [
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NetTick("m_FreezeEnd"),
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NetIntRange("m_Jumps", 0, 255),
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NetIntAny("m_TeleCheckpoint"),
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NetIntRange("m_StrongWeakID", 0, 'MAX_CLIENTS-1'),
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]),
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## Events
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@ -24,6 +24,7 @@ CCharacter::CCharacter(CGameWorld *pWorld)
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m_ProximityRadius = ms_PhysSize;
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m_Health = 0;
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m_Armor = 0;
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m_StrongWeakID = 0;
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}
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void CCharacter::Reset()
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@ -1216,6 +1217,7 @@ void CCharacter::Snap(int SnappingClient)
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pDDNetCharacter->m_FreezeEnd = m_DeepFreeze ? -1 : m_FreezeTick + m_FreezeTime;
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pDDNetCharacter->m_Jumps = m_Core.m_Jumps;
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pDDNetCharacter->m_TeleCheckpoint = m_TeleCheckpoint;
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pDDNetCharacter->m_StrongWeakID = m_StrongWeakID;
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}
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int CCharacter::NetworkClipped(int SnappingClient)
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@ -258,6 +258,7 @@ public:
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vec2 m_TeleGunPos;
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bool m_TeleGunTeleport;
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bool m_IsBlueTeleGunTeleport;
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int m_StrongWeakID;
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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int GetLastWeapon() { return m_LastWeapon; };
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@ -280,6 +280,14 @@ void CGameWorld::Tick()
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RemoveEntities();
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UpdatePlayerMaps();
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// find the characters' strong/weak id
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int StrongWeakID = 0;
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for(CCharacter *pChar = (CCharacter*) FindFirst(ENTTYPE_CHARACTER); pChar; pChar = (CCharacter*) pChar->TypeNext())
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{
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pChar->m_StrongWeakID = StrongWeakID;
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StrongWeakID++;
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}
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}
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// TODO: should be more general
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