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PM_CheckWater: Fix for uninitialized waterlevel value for dead players (incorrect waterlevel values from another player movements persisting)
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@ -1345,27 +1345,27 @@ qboolean PM_InWater()
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// Sets pmove->waterlevel and pmove->watertype values.
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// Sets pmove->waterlevel and pmove->watertype values.
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qboolean PM_CheckWater()
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qboolean PM_CheckWater()
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{
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{
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#ifdef REGAMEDLL_FIXES
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// do not check for dead
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if (pmove->dead || pmove->deadflag != DEAD_NO)
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return FALSE;
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#endif
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vec3_t point;
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vec3_t point;
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int cont;
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int cont;
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int truecont;
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int truecont;
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float height;
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float height;
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float heightover2;
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float heightover2;
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// Assume that we are not in water at all.
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pmove->waterlevel = 0;
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pmove->watertype = CONTENTS_EMPTY;
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#ifdef REGAMEDLL_FIXES
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// do not check for dead
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if (pmove->dead || pmove->deadflag != DEAD_NO)
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return FALSE;
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#endif
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// Pick a spot just above the players feet.
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// Pick a spot just above the players feet.
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point[0] = pmove->origin[0] + (pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0]) * 0.5f;
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point[0] = pmove->origin[0] + (pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0]) * 0.5f;
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point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5f;
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point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5f;
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point[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1;
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point[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1;
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// Assume that we are not in water at all.
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pmove->waterlevel = 0;
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pmove->watertype = CONTENTS_EMPTY;
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// Grab point contents.
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// Grab point contents.
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cont = pmove->PM_PointContents(point, &truecont);
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cont = pmove->PM_PointContents(point, &truecont);
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