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https://github.com/jmarshall23/DoomRTX.git
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Initial Prey Game integration support.
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@@ -1880,7 +1880,11 @@ void idAsyncClient::RunFrame( void ) {
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bool lastPredictFrame = ( snapshotGameFrame + 1 >= gameFrame && gameTimeResidual + clientPredictTime < USERCMD_MSEC );
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// run client prediction
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#ifdef PREY
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gameReturn_t ret = game->ClientPrediction(clientNum, userCmds[snapshotGameFrame & (MAX_USERCMD_BACKUP - 1)]);
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#else
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gameReturn_t ret = game->ClientPrediction( clientNum, userCmds[ snapshotGameFrame & ( MAX_USERCMD_BACKUP - 1 ) ], lastPredictFrame );
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#endif
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idAsyncNetwork::ExecuteSessionCommand( ret.sessionCommand );
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@@ -255,7 +255,11 @@ void idAsyncServer::ExecuteMapChange( void ) {
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fileSystem->ClearPureChecksums();
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// make sure the map/gametype combo is good
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#ifdef PREY
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strcpy(bestGameType, game->GetBestGameType(cvarSystem->GetCVarString("si_map"), cvarSystem->GetCVarString("si_gametype")));
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#else
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game->GetBestGameType( cvarSystem->GetCVarString("si_map"), cvarSystem->GetCVarString("si_gametype"), bestGameType );
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#endif
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cvarSystem->SetCVarString("si_gametype", bestGameType );
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// initialize map settings
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@@ -695,7 +699,11 @@ void idAsyncServer::InitClient( int clientNum, int clientId, int clientRate ) {
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}
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// let the game know a player connected
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#ifdef PREY
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game->ServerClientConnect(clientNum);
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#else
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game->ServerClientConnect( clientNum, client.guid );
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#endif
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}
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/*
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