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made the dropped flag sign blink faster the last 5 seconds to indicate that it's about to return. Closes #631
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@ -108,7 +108,9 @@ void CHud::RenderScoreHud()
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if(GameFlags&GAMEFLAG_FLAGS)
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{
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if(FlagCarrier[t] == FLAG_ATSTAND || (FlagCarrier[t] == FLAG_TAKEN && ((Client()->GameTick()/10)&1)))
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int BlinkTimer = (m_pClient->m_FlagDropTick[t] != 0 &&
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(Client()->GameTick()-m_pClient->m_FlagDropTick[t])/Client()->GameTickSpeed() >= 25) ? 10 : 20;
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if(FlagCarrier[t] == FLAG_ATSTAND || (FlagCarrier[t] == FLAG_TAKEN && ((Client()->GameTick()/BlinkTimer)&1)))
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{
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// draw flag
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Graphics()->BlendNormal();
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@ -341,6 +341,8 @@ void CGameClient::OnReset()
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m_All.m_paComponents[i]->OnReset();
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m_DemoSpecID = SPEC_FREEVIEW;
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m_FlagDropTick[TEAM_RED] = 0;
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m_FlagDropTick[TEAM_BLUE] = 0;
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}
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@ -783,6 +785,20 @@ void CGameClient::OnNewSnapshot()
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{
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m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData;
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m_Snap.m_GameDataSnapID = Item.m_ID;
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if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
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{
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if(m_FlagDropTick[TEAM_RED] == 0)
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m_FlagDropTick[TEAM_RED] = Client()->GameTick();
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}
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else if(m_FlagDropTick[TEAM_RED] != 0)
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m_FlagDropTick[TEAM_RED] = 0;
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if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
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{
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if(m_FlagDropTick[TEAM_BLUE] == 0)
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m_FlagDropTick[TEAM_BLUE] = Client()->GameTick();
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}
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else if(m_FlagDropTick[TEAM_BLUE] != 0)
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m_FlagDropTick[TEAM_BLUE] = 0;
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}
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else if(Item.m_Type == NETOBJTYPE_FLAG)
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m_Snap.m_paFlags[Item.m_ID%2] = (const CNetObj_Flag *)pData;
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@ -89,6 +89,7 @@ public:
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bool m_SuppressEvents;
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bool m_NewTick;
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bool m_NewPredictedTick;
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int m_FlagDropTick[2];
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// TODO: move this
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CTuningParams m_Tuning;
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