I have one on my webserver, i still need to make a few more tweaks to it though.
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the chat windows has to be opened, most people are doing other stuff at different parts of the website.
9 out of 10 times its posting/reading the forums.
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Hello, I don't know if anyone's posted about this before and I thought it wasn't important enough to have a whole thread about it but... I think the chat would benefit by being a separate module somewhere between the logo and the site nav instead of having a whole page dedicated to the chat. Just my piece of cake, *goes back to lurking*...
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Ok, what i meant to say is "negative pings in the 90s/early 2000's..."Originally posted by R00k View Postno in this day, people CAN use maxfps >1000
only Darkplaces shows a true ping regardless of the maxfps.
maxfps can fubar the ping report.
but 1 line of code can fake a true ping....
why have pings displayed anyways? it's like "this guy sux" , "no i dont -- look at my ping!" blah blah cry whine piss//
would be better to have accuracy on the scoreboard
I've never seen a negative ping since i returned in 2011. 0 is the lowest i have seen it.
I agree, i think only the client should see their own ping and no one elses ping. That should go for all games.
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no in this day, people CAN use maxfps >1000
only Darkplaces shows a true ping regardless of the maxfps.
maxfps can fubar the ping report.
but 1 line of code can fake a true ping....
why have pings displayed anyways? it's like "this guy sux" , "no i dont -- look at my ping!" blah blah cry whine piss//
would be better to have accuracy on the scoreboard
Last edited by R00k; 09-14-2014, 04:56 PM.
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r00k is this the reason i seen people connect with "negative" pings??
F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot;
F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings
F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping
F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot
I use to see player's connect with unreal pings for back in those times and some were even a negative number like -3, -10, -15 and so forth. They would leave and come back and then you would see it go from 20-40 or better..
I used a ping bot once along time ago when i joined clan TK, however it was not a cheat to help me in game it was only a cheat to show my ping being different then the original 200 that it was.
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I was absent during this period of the "CQL" or "JOKE LEAGUE" as it was described to me. However you mentioned "2tone" and i do remember him fairly well. I also do remember he connected to "NetDoor" FFA server year's back using "Leofbot?" I believe is the name of it. I caught him talking to someone else about it and they went back to IRC and posted the IP address which was "NetDoor FFA" server. I joined under an alias and they were discussing it on the server and saying things like you can toggle the aim on and off and so forth. Heck if i remember correctly even "jake aka tical" used that same one. However if it was not that one i still know he used one repeatedly and he admitted to it unlike most.Originally posted by R00k View Posthehe haha hohoho
dare me to post source?
clan zero WAS a joke and if u tout u were the only member without THE hacked client then you were not a valued member.
get over yourself. monoxide.
neil sent me the source after he retired so i could add to the bot scan. the clan zer0 client written by "TMR" which i was told was Sense, had aimbot, clear walls, faked ping, etc.
2tone was caught using it multiple times. So your clan was a hack even if u didnt use it. so honestly, u are a fool if u think otherwise.
ok lets just search the code for "TMR"
Code:F:\quake_dev\Cheat\cl_input.c(54):kbutton_t in_visewalls, in_wireframe; //TMR - added these F:\quake_dev\Cheat\cl_input.c(57):int target; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(58):int lasttarget; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(59):int bot_visibility; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(60):cvar_t bot_ping = {"bot_ping", "0"}; //TMR - if true, bot will get your ping from the server F:\quake_dev\Cheat\cl_input.c(165):void IN_AimOn (void) { // TMR - Aim on F:\quake_dev\Cheat\cl_input.c(171):void IN_AimOff (void) { // TMR - Aim off F:\quake_dev\Cheat\cl_input.c(177):void IN_ViseWallsOn (void) { //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(189):void IN_ViseWallsOff (void) { //TMR vise walls off F:\quake_dev\Cheat\cl_input.c(198):void IN_WireFrameOn (void) //TMR - wireframe on F:\quake_dev\Cheat\cl_input.c(211):void IN_WireFrameOff (void) //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(310): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(319): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(375): cmd->sidemove *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(436):CL_Bot* //TMR - allow aimbot to adjust F:\quake_dev\Cheat\cl_input.c(625): Con_DPrintf("issued bot ping request\n"); //TMR - debugging F:\quake_dev\Cheat\cl_input.c(1066)://TMR - for pingbot F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot; F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot F:\quake_dev\Cheat\cl_input.c(1190):extern cvar_t shownames; //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1229):// Cmd_AddCommand ("+showme", IN_ShowMeDown); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1230):// Cmd_AddCommand ("-showme", IN_ShowMeUp); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1233): Cvar_RegisterVariable (&com_ping); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1234): Cvar_RegisterVariable (&com_ping2); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1235): //Cvar_RegisterVariable (&lagout); // TMR - 'synthetic' lagout F:\quake_dev\Cheat\cl_input.c(1236): Cvar_RegisterVariable (&teammode); // TMR - teamplay for aimbot, on by default F:\quake_dev\Cheat\cl_input.c(1237): Cvar_RegisterVariable (&viewaim); // TMR - change cl.viewmodels for aimbot F:\quake_dev\Cheat\cl_input.c(1238): Cvar_RegisterVariable (&weapacc); // TMR - weapon propogation delay F:\quake_dev\Cheat\cl_input.c(1239): Cvar_RegisterVariable (&mheight); // TMR - model height to aim at feet F:\quake_dev\Cheat\cl_input.c(1240): Cvar_RegisterVariable (&maxangle); //TMR - max angle total to target player F:\quake_dev\Cheat\cl_input.c(1241): Cvar_RegisterVariable (&zadjust); //TMR - target's z position adjustment for less lift F:\quake_dev\Cheat\cl_input.c(1242): Cvar_RegisterVariable (&shownames); //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1243): Cvar_RegisterVariable (&botattack); //TMR - bot goes nuts F:\quake_dev\Cheat\cl_input.c(1244): Cvar_RegisterVariable (&pingadjust); //TMR - +/- adjust for bot ping prediction F:\quake_dev\Cheat\cl_input.c(1245): Cvar_RegisterVariable (&outputpredict); //TMR - debug output for bot F:\quake_dev\Cheat\cl_input.c(1246): Cvar_RegisterVariable (&bot_ping); //TMR - should the bot ping the server? F:\quake_dev\Cheat\cl_input.c(1247): Cmd_AddCommand ("+aimon", IN_AimOn); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1248): Cmd_AddCommand ("-aimon", IN_AimOff); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1249): Cmd_AddCommand ("+visewalls", IN_ViseWallsOn); //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(1250): Cmd_AddCommand ("-visewalls", IN_ViseWallsOff); //TMR - vise walls off F:\quake_dev\Cheat\cl_input.c(1251): Cmd_AddCommand ("+wireframe", IN_WireFrameOn); //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(1252): Cmd_AddCommand ("-wireframe", IN_WireFrameOff); //TMR - wireframe on F:\quake_dev\Cheat\cl_parse.c(117): attenuation = MSG_ReadByte () * 0.015625; // TMR - Speed F:\quake_dev\Cheat\cl_parse.c(133): CL_StartTimer (sound_num, pos, ent); //TMR - item timer F:\quake_dev\Cheat\cl_parse.c(134): CL_TrackEnt (sound_num, pos, ent); //TMR - player tracker F:\quake_dev\Cheat\cl_parse.c(135): //Con_Printf("%s\n", cl.sound_precache[sound_num]->name); //TMR F:\quake_dev\Cheat\cl_parse.c(201):void CL_ModelListPrecache(char *name, int i) //TMR - added this F:\quake_dev\Cheat\cl_parse.c(203): //TMR - load models so i can find them easily F:\quake_dev\Cheat\cl_parse.c(235): //TMR - load sounds so i can find them easily F:\quake_dev\Cheat\cl_parse.c(312): cl.trackent = Hunk_AllocName (cl.maxclients*sizeof(*cl.trackent), "trackent"); //TMR - for entity tracking F:\quake_dev\Cheat\cl_parse.c(376): CL_ModelListPrecache(cl.model_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(386): CL_SoundListPrecache(cl.sound_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(395): Q_strcpy(cl_timerent[0].modelname, cl_entities[0].model->name); //TMR - copy model into list F:\quake_dev\Cheat\cl_parse.c(421)://int bitcounts[16]; //TMR - code cleanup F:\quake_dev\Cheat\cl_parse.c(422):qboolean caeyecamnew; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(453): // TMR - qbism//00-10-15 begin from DP- code cleanup F:\quake_dev\Cheat\cl_parse.c(461): // TMR - qbism//00-10-15 end from DP F:\quake_dev\Cheat\cl_parse.c(546): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(582): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(590): //TMR - bad place for it, but it works F:\quake_dev\Cheat\cl_parse.c(722): CL_100HealthUpdate(cl.viewentity - 1); //TMR - begin 100h countdown F:\quake_dev\Cheat\cl_parse.c(895):extern cvar_t com_ping; //TMR - for bot ping calculation F:\quake_dev\Cheat\cl_parse.c(960): //TMR - if not negative F:\quake_dev\Cheat\cl_parse.c(980):extern cvar_t ca_eyecam; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(990): int minusping, lastplayer; //TMR -added this for bot support F:\quake_dev\Cheat\cl_parse.c(991): char name[MAX_SCOREBOARDNAME]; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(992): static int caeyecam, oldentity; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1002): if (*s == '-') //TMR - for negative ping F:\quake_dev\Cheat\cl_parse.c(1021): //TMR - gotta handle the READY that gets put in the scoreboard F:\quake_dev\Cheat\cl_parse.c(1027): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1041): Con_DPrintf("%i:Long:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1051): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1065): Con_DPrintf("%i:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1108): // cl.botpingrequest = cl.botpingrequest && (checkping >= 0); //TMR - added for botpingrequest F:\quake_dev\Cheat\cl_parse.c(1127): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1137): cl.timer_pause_time = 0; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1156): if (ca_eyecam.value && !strncmp(string, "Tracking ", 9)) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1161): else if (ca_eyecam.value && caeyecam && *s) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1188): || !strcmp(string, "Round is a draw!\n"))) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1196): if (!strcmp(string, "Client ping times:\n"))// && pq_scoreboard_pings.value) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1199): cl.last_bot_ping_time = cl.time; //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1201): if (cl.sbar_ping)// || cl.botpingrequest) //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1213):cvar_t shownames = {"shownames", "0"}; //TMR for name changes F:\quake_dev\Cheat\cl_parse.c(1214):extern cvar_t antikick; //TMR - kick protection F:\quake_dev\Cheat\cl_parse.c(1215):extern kbutton_t in_aimon; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1216):extern int targetfound; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1217):extern int bot_visibility; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1218):extern vec3_t aimangles; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1219):extern int newtarget; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1241): //TMR - this saves the initialization messages for on-the-fly demo recording F:\quake_dev\Cheat\cl_parse.c(1254): //Con_Printf("cmd: %i %i\n", cmd, cmd&127); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1284): cl.mtime[2] = cl.mtime[1]; //TMR - store this for the bot F:\quake_dev\Cheat\cl_parse.c(1287): //TMR - for bot aim lerping F:\quake_dev\Cheat\cl_parse.c(1314): Con_Printf("Server attempted disconnect\n"); //TMR - no boot F:\quake_dev\Cheat\cl_parse.c(1379): cl.caviewentity = cl.viewentity; //TMR - for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1380): //Con_Printf("ca_eyecam: svc_setview %i\n", cl.viewentity); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1405): //TMR - see who's changing names F:\quake_dev\Cheat\cl_parse.c(1410): //Con_Printf("%s\n", cl.scores[i].name); //TMR F:\quake_dev\Cheat\cl_parse.c(1428): //TMR - for eyecam, if more than 2 on our color and we're up in the rotation F:\quake_dev\Cheat\cl_parse.c(1434): //Con_Printf("ca_eyecam: reset on our color update %i\n", i+1); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1467): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1479): CL_TimerUnpauseAll(); //TMR - to handle pauses
'nuff said bye!
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+1 for gypsy's idea of a floating pop-up window for chat instead of being its own page
I think it would also be nice if it a bit smaller then it is now. something like this size i think would be perfect imo:

could always make it so that the pop-up window can be stretched to make it bigger for those who want a bigger chat-window.
but that size would imo be perfect for standard size when the chat popup gets opened
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@solecord - I had an idea. In the left side bar it says "chat *new*". What if it said "chat (activeUserCount)" and if aUC is 0 it just says chat (or "talk to yourself" lol)?
Also, what if the chat wasn't an entire page but a floating pop-up window instead?Last edited by MadGypsy; 09-14-2014, 07:26 AM.
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hehe haha hohoho
dare me to post source?
clan zero WAS a joke and if u tout u were the only member without THE hacked client then you were not a valued member.
get over yourself. monoxide.
neil sent me the source after he retired so i could add to the bot scan. the clan zer0 client written by "TMR" which i was told was Sense, had aimbot, clear walls, faked ping, etc.
2tone was caught using it multiple times. So your clan was a hack even if u didnt use it. so honestly, u are a fool if u think otherwise.
ok lets just search the code for "TMR"
Code:F:\quake_dev\Cheat\cl_input.c(54):kbutton_t in_visewalls, in_wireframe; //TMR - added these F:\quake_dev\Cheat\cl_input.c(57):int target; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(58):int lasttarget; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(59):int bot_visibility; //TMR - for aimbot F:\quake_dev\Cheat\cl_input.c(60):cvar_t bot_ping = {"bot_ping", "0"}; //TMR - if true, bot will get your ping from the server F:\quake_dev\Cheat\cl_input.c(165):void IN_AimOn (void) { // TMR - Aim on F:\quake_dev\Cheat\cl_input.c(171):void IN_AimOff (void) { // TMR - Aim off F:\quake_dev\Cheat\cl_input.c(177):void IN_ViseWallsOn (void) { //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(189):void IN_ViseWallsOff (void) { //TMR vise walls off F:\quake_dev\Cheat\cl_input.c(198):void IN_WireFrameOn (void) //TMR - wireframe on F:\quake_dev\Cheat\cl_input.c(211):void IN_WireFrameOff (void) //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(310): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(319): if (gl_xflip.value) cl.viewangles[YAW] *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(375): cmd->sidemove *= -1; //TMR - x-flip F:\quake_dev\Cheat\cl_input.c(436):CL_Bot* //TMR - allow aimbot to adjust F:\quake_dev\Cheat\cl_input.c(625): Con_DPrintf("issued bot ping request\n"); //TMR - debugging F:\quake_dev\Cheat\cl_input.c(1066)://TMR - for pingbot F:\quake_dev\Cheat\cl_input.c(1075): float fakelag; //TMR - pingbot; F:\quake_dev\Cheat\cl_input.c(1091): //TMR - allow fake pings F:\quake_dev\Cheat\cl_input.c(1092): if (com_ping.value && !cl.paused && !sv.paused)//TMR - subtract from cl.mtime[0] to create a false ping F:\quake_dev\Cheat\cl_input.c(1102): //TMR - sending data for aimbot F:\quake_dev\Cheat\cl_input.c(1190):extern cvar_t shownames; //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1229):// Cmd_AddCommand ("+showme", IN_ShowMeDown); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1230):// Cmd_AddCommand ("-showme", IN_ShowMeUp); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1233): Cvar_RegisterVariable (&com_ping); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1234): Cvar_RegisterVariable (&com_ping2); // TMR - 'synthetic' lag F:\quake_dev\Cheat\cl_input.c(1235): //Cvar_RegisterVariable (&lagout); // TMR - 'synthetic' lagout F:\quake_dev\Cheat\cl_input.c(1236): Cvar_RegisterVariable (&teammode); // TMR - teamplay for aimbot, on by default F:\quake_dev\Cheat\cl_input.c(1237): Cvar_RegisterVariable (&viewaim); // TMR - change cl.viewmodels for aimbot F:\quake_dev\Cheat\cl_input.c(1238): Cvar_RegisterVariable (&weapacc); // TMR - weapon propogation delay F:\quake_dev\Cheat\cl_input.c(1239): Cvar_RegisterVariable (&mheight); // TMR - model height to aim at feet F:\quake_dev\Cheat\cl_input.c(1240): Cvar_RegisterVariable (&maxangle); //TMR - max angle total to target player F:\quake_dev\Cheat\cl_input.c(1241): Cvar_RegisterVariable (&zadjust); //TMR - target's z position adjustment for less lift F:\quake_dev\Cheat\cl_input.c(1242): Cvar_RegisterVariable (&shownames); //TMR - show name changes F:\quake_dev\Cheat\cl_input.c(1243): Cvar_RegisterVariable (&botattack); //TMR - bot goes nuts F:\quake_dev\Cheat\cl_input.c(1244): Cvar_RegisterVariable (&pingadjust); //TMR - +/- adjust for bot ping prediction F:\quake_dev\Cheat\cl_input.c(1245): Cvar_RegisterVariable (&outputpredict); //TMR - debug output for bot F:\quake_dev\Cheat\cl_input.c(1246): Cvar_RegisterVariable (&bot_ping); //TMR - should the bot ping the server? F:\quake_dev\Cheat\cl_input.c(1247): Cmd_AddCommand ("+aimon", IN_AimOn); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1248): Cmd_AddCommand ("-aimon", IN_AimOff); // TMR - switch model F:\quake_dev\Cheat\cl_input.c(1249): Cmd_AddCommand ("+visewalls", IN_ViseWallsOn); //TMR - vise walls on F:\quake_dev\Cheat\cl_input.c(1250): Cmd_AddCommand ("-visewalls", IN_ViseWallsOff); //TMR - vise walls off F:\quake_dev\Cheat\cl_input.c(1251): Cmd_AddCommand ("+wireframe", IN_WireFrameOn); //TMR - wireframe off F:\quake_dev\Cheat\cl_input.c(1252): Cmd_AddCommand ("-wireframe", IN_WireFrameOff); //TMR - wireframe on F:\quake_dev\Cheat\cl_parse.c(117): attenuation = MSG_ReadByte () * 0.015625; // TMR - Speed F:\quake_dev\Cheat\cl_parse.c(133): CL_StartTimer (sound_num, pos, ent); //TMR - item timer F:\quake_dev\Cheat\cl_parse.c(134): CL_TrackEnt (sound_num, pos, ent); //TMR - player tracker F:\quake_dev\Cheat\cl_parse.c(135): //Con_Printf("%s\n", cl.sound_precache[sound_num]->name); //TMR F:\quake_dev\Cheat\cl_parse.c(201):void CL_ModelListPrecache(char *name, int i) //TMR - added this F:\quake_dev\Cheat\cl_parse.c(203): //TMR - load models so i can find them easily F:\quake_dev\Cheat\cl_parse.c(235): //TMR - load sounds so i can find them easily F:\quake_dev\Cheat\cl_parse.c(312): cl.trackent = Hunk_AllocName (cl.maxclients*sizeof(*cl.trackent), "trackent"); //TMR - for entity tracking F:\quake_dev\Cheat\cl_parse.c(376): CL_ModelListPrecache(cl.model_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(386): CL_SoundListPrecache(cl.sound_precache[i]->name, i); //TMR - build list F:\quake_dev\Cheat\cl_parse.c(395): Q_strcpy(cl_timerent[0].modelname, cl_entities[0].model->name); //TMR - copy model into list F:\quake_dev\Cheat\cl_parse.c(421)://int bitcounts[16]; //TMR - code cleanup F:\quake_dev\Cheat\cl_parse.c(422):qboolean caeyecamnew; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(453): // TMR - qbism//00-10-15 begin from DP- code cleanup F:\quake_dev\Cheat\cl_parse.c(461): // TMR - qbism//00-10-15 end from DP F:\quake_dev\Cheat\cl_parse.c(546): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(582): VectorCopy (ent->msg_origins[1], ent->msg_origins[2]); //TMR - save this for the bot F:\quake_dev\Cheat\cl_parse.c(590): //TMR - bad place for it, but it works F:\quake_dev\Cheat\cl_parse.c(722): CL_100HealthUpdate(cl.viewentity - 1); //TMR - begin 100h countdown F:\quake_dev\Cheat\cl_parse.c(895):extern cvar_t com_ping; //TMR - for bot ping calculation F:\quake_dev\Cheat\cl_parse.c(960): //TMR - if not negative F:\quake_dev\Cheat\cl_parse.c(980):extern cvar_t ca_eyecam; //TMR - for clan arena 'eyecam' F:\quake_dev\Cheat\cl_parse.c(990): int minusping, lastplayer; //TMR -added this for bot support F:\quake_dev\Cheat\cl_parse.c(991): char name[MAX_SCOREBOARDNAME]; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(992): static int caeyecam, oldentity; //TMR - added for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1002): if (*s == '-') //TMR - for negative ping F:\quake_dev\Cheat\cl_parse.c(1021): //TMR - gotta handle the READY that gets put in the scoreboard F:\quake_dev\Cheat\cl_parse.c(1027): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1041): Con_DPrintf("%i:Long:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1051): if (checkping == cl.viewentity-1) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1065): Con_DPrintf("%i:bot ping granted for %s\n", cl.sbar_ping, s); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1108): // cl.botpingrequest = cl.botpingrequest && (checkping >= 0); //TMR - added for botpingrequest F:\quake_dev\Cheat\cl_parse.c(1127): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1137): cl.timer_pause_time = 0; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1156): if (ca_eyecam.value && !strncmp(string, "Tracking ", 9)) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1161): else if (ca_eyecam.value && caeyecam && *s) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1188): || !strcmp(string, "Round is a draw!\n"))) //TMR - for eyecam in clan arena F:\quake_dev\Cheat\cl_parse.c(1196): if (!strcmp(string, "Client ping times:\n"))// && pq_scoreboard_pings.value) //TMR - for bot ping F:\quake_dev\Cheat\cl_parse.c(1199): cl.last_bot_ping_time = cl.time; //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1201): if (cl.sbar_ping)// || cl.botpingrequest) //TMR - added this for bot ping F:\quake_dev\Cheat\cl_parse.c(1213):cvar_t shownames = {"shownames", "0"}; //TMR for name changes F:\quake_dev\Cheat\cl_parse.c(1214):extern cvar_t antikick; //TMR - kick protection F:\quake_dev\Cheat\cl_parse.c(1215):extern kbutton_t in_aimon; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1216):extern int targetfound; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1217):extern int bot_visibility; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1218):extern vec3_t aimangles; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1219):extern int newtarget; //TMR - for bot lerping F:\quake_dev\Cheat\cl_parse.c(1241): //TMR - this saves the initialization messages for on-the-fly demo recording F:\quake_dev\Cheat\cl_parse.c(1254): //Con_Printf("cmd: %i %i\n", cmd, cmd&127); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1284): cl.mtime[2] = cl.mtime[1]; //TMR - store this for the bot F:\quake_dev\Cheat\cl_parse.c(1287): //TMR - for bot aim lerping F:\quake_dev\Cheat\cl_parse.c(1314): Con_Printf("Server attempted disconnect\n"); //TMR - no boot F:\quake_dev\Cheat\cl_parse.c(1379): cl.caviewentity = cl.viewentity; //TMR - for ca eyecam F:\quake_dev\Cheat\cl_parse.c(1380): //Con_Printf("ca_eyecam: svc_setview %i\n", cl.viewentity); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1405): //TMR - see who's changing names F:\quake_dev\Cheat\cl_parse.c(1410): //Con_Printf("%s\n", cl.scores[i].name); //TMR F:\quake_dev\Cheat\cl_parse.c(1428): //TMR - for eyecam, if more than 2 on our color and we're up in the rotation F:\quake_dev\Cheat\cl_parse.c(1434): //Con_Printf("ca_eyecam: reset on our color update %i\n", i+1); //TMR - debugging F:\quake_dev\Cheat\cl_parse.c(1467): cl.timer_pause_time = cl.mtime[0]; //TMR - to handle pauses F:\quake_dev\Cheat\cl_parse.c(1479): CL_TimerUnpauseAll(); //TMR - to handle pauses
'nuff said bye!Last edited by R00k; 09-14-2014, 12:19 AM.
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