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Move variable declarations closer to usages
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6d3baed69d
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@ -3919,16 +3919,14 @@ bool CheckClientID2(int ClientID)
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void CGameContext::Whisper(int ClientID, char *pStr)
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{
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char *pName;
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char *pMessage;
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int Error = 0;
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if(ProcessSpamProtection(ClientID))
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return;
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pStr = str_skip_whitespaces(pStr);
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char *pName;
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int Victim;
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int Error = 0;
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// add token
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if(*pStr == '"')
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@ -4007,8 +4005,7 @@ void CGameContext::Whisper(int ClientID, char *pStr)
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*pStr = 0;
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pStr++;
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pMessage = pStr;
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char *pMessage = pStr;
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char aBuf[256];
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if(Error)
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@ -165,12 +165,11 @@ void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int Type, int DDTeam)
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bool IGameController::CanSpawn(int Team, vec2 *pOutPos, int DDTeam)
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{
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CSpawnEval Eval;
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// spectators can't spawn
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if(Team == TEAM_SPECTATORS)
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return false;
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CSpawnEval Eval;
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EvaluateSpawnType(&Eval, 0, DDTeam);
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EvaluateSpawnType(&Eval, 1, DDTeam);
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EvaluateSpawnType(&Eval, 2, DDTeam);
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@ -184,9 +183,8 @@ bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Nu
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if(Index < 0)
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return false;
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int x, y;
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x = (Pos.x - 16.0f) / 32.0f;
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y = (Pos.y - 16.0f) / 32.0f;
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int x = (Pos.x - 16.0f) / 32.0f;
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int y = (Pos.y - 16.0f) / 32.0f;
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int aSides[8];
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aSides[0] = GameServer()->Collision()->Entity(x, y + 1, Layer);
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aSides[1] = GameServer()->Collision()->Entity(x + 1, y + 1, Layer);
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@ -203,7 +201,6 @@ bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Nu
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m_aaSpawnPoints[Type][m_aNumSpawnPoints[Type]] = Pos;
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m_aNumSpawnPoints[Type] = minimum(m_aNumSpawnPoints[Type] + 1, (int)std::size(m_aaSpawnPoints[0]));
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}
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else if(Index == ENTITY_DOOR)
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{
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for(int i = 0; i < 8; i++)
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@ -322,7 +319,6 @@ bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Nu
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aSides2[6] = GameServer()->Collision()->Entity(x - 2, y, Layer);
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aSides2[7] = GameServer()->Collision()->Entity(x - 2, y + 2, Layer);
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float AngularSpeed = 0.0f;
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int Ind = Index - ENTITY_LASER_STOP;
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int M;
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if(Ind < 0)
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@ -335,6 +331,7 @@ bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Nu
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else
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M = -1;
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float AngularSpeed = 0.0f;
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if(Ind == 0)
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AngularSpeed = 0.0f;
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else if(Ind == 1)
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