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Monster Deathmatch update
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Sun Aug 23, 2009 2:19 pm    Post subject: Reply with quote

iunau, is it every man for himself in tf?

i know in fvf it usually comes down to laser android, wasteland warrior, and centric [err that healing guy], and cyborg camper out of the like 14 classes available.

... 5/14 :/ seems like a waste
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bah
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Aug 24, 2009 6:42 pm    Post subject: Reply with quote

Team Fortress
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Mon Aug 24, 2009 10:42 pm    Post subject: Reply with quote

Downsider wrote:
Team Fortress


i was making a point
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Downsider



Joined: 16 Sep 2008
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PostPosted: Tue Aug 25, 2009 1:55 am    Post subject: Reply with quote

Okay, I just thought you were a stupid shit. I didn't read the whole thread because I'm a lazy shit.
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Fri Sep 04, 2009 5:34 pm    Post subject: Reply with quote

Downsider... as much as we realise that you have an ass, there's no need to wear it on your head...
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<ekiM> Son, you're writing data structures your CPU can't cache.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Fri Sep 04, 2009 5:46 pm    Post subject: Reply with quote

Orion wrote:
Only if I take out the bots from the code.
Because the bot's AI is handled by StartFrame(). And on StartFrame() it does a clienttype() check to don't give AI to a human player, of course. Wink

clienttype(), spawnclient(), clientcolors, dropclient() and tracebox() are all dp builtins.


As Electro said, I think you should do the standard checkextension, it's explained at the top of dpextensions.qc Smile
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