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Add ascii titles to split into code blocks of _base_gametype_mp.gnut (#958)
Add ascii titles to split into code blocks
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1 changed files with 83 additions and 0 deletions
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@ -57,6 +57,23 @@ void function SetIntermissionCamera( entity camera )
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file.intermissionCamera = camera
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}
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/*
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██████ ██ █████ ██ ██ ███████ ██████ ██████ ██████ ███ ██ ███ ██ ███████ ██████ ████████ ██ ██████ ███ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ████ ██ ██ ██ ██ ██ ██ ██ ████ ██
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██████ ██ ███████ ████ █████ ██████ ██ ██ ██ ██ ██ ██ ██ ██ ██ █████ ██ ██ ██ ██ ██ ██ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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██ ███████ ██ ██ ██ ███████ ██ ██ ██████ ██████ ██ ████ ██ ████ ███████ ██████ ██ ██ ██████ ██ ████
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*/
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void function CodeCallback_OnClientConnectionStarted( entity player )
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{
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// not a real player?
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@ -228,6 +245,23 @@ void function CodeCallback_OnClientDisconnected( entity player, string reason )
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player.CleanupMPClasses()
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}
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/*
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██████ ██ █████ ██ ██ ███████ ██████ ██████ ███████ ███████ ██████ █████ ██ ██ ███ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██
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██████ ██ ███████ ████ █████ ██████ ██████ █████ ███████ ██████ ███████ ██ █ ██ ██ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██
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██ ███████ ██ ██ ██ ███████ ██ ██ ██ ██ ███████ ███████ ██ ██ ██ ███ ███ ██ ████
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*/
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void function CodeCallback_OnPlayerRespawned( entity player )
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{
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SetHumanRagdollImpactTable( player )
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@ -251,6 +285,23 @@ void function CodeCallback_OnPlayerRespawned( entity player )
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ClearLastAttacker( player ) // so dying to anything doesn't credit the same attacker after respawning
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}
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/*
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██████ ██ █████ ██ ██ ███████ ██████ ██ ██ ██ ██ ██ ███████ ██████
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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██████ ██ ███████ ████ █████ ██████ █████ ██ ██ ██ █████ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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██ ███████ ██ ██ ██ ███████ ██ ██ ██ ██ ██ ███████ ███████ ███████ ██████
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*/
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void function PlayerAssistedKill( entity attacker, entity victim )
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{
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if( victim.IsPlayer() )
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@ -459,6 +510,23 @@ void function PlayerWatchesKillReplayWrapper( entity player, entity attacker, in
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PlayerWatchesKillReplay( player, eHandle, attacker.GetIndexForEntity(), timeSinceAttackerSpawned, timeOfDeath, beforeTime, replayTracker )
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}
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/*
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██████ ██ █████ ██ ██ ███████ ██████ ██████ ███████ ███████ ██████ █████ ██ ██ ███ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██
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██████ ██ ███████ ████ █████ ██████ ██████ █████ ███████ ██████ ███████ ██ █ ██ ██ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██
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██ ███████ ██ ██ ██ ███████ ██ ██ ██ ██ ███████ ███████ ██ ██ ██ ███ ███ ██ ████
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*/
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void function DecideRespawnPlayer( entity player )
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{
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// this isn't even used atm, could likely be removed if some vanilla code didn't rely on it
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@ -563,6 +631,21 @@ void function RespawnAsTitan( entity player, bool manualPosition = false )
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/*
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██ ██ ████████ ██ ██ ██ ████████ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██
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██ ██ ██ ██ ██ ██ ██ ████
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██ ██ ██ ██ ██ ██ ██ ██
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██████ ██ ██ ███████ ██ ██ ██
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*/
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void function TryGameModeAnnouncement( entity player ) // only putting this here because it's here in gametype_sp lol
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{
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Remote_CallFunction_NonReplay( player, "ServerCallback_GameModeAnnouncement" )
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