****** g_client.c
   888:  
   889:         int team;
   890:          ent = &g_entities[ clientNum ];
****** \merge\newsrc\game\g_client.c
   882:  
   883:          ent = &g_entities[ clientNum ];
******

****** g_client.c
   938:          }
   939:         if (g_gametype.integer >= GT_TEAM)
   940:         {
   941:                team = PickTeam(clientNum);
   942:                client->sess.sessionTeam = team;
   943:                BroadcastTeamChange(client, team);
   944:         }
   945:         /*
   946:         if ( g_gametype.integer >= GT_TEAM &&
   947:                client->sess.sessionTeam != TEAM_SPECTATOR ) {
   948:                BroadcastTeamChange( client, -1 );
   949:         }
   950:         */
   951:          // count current clients and rank for scoreboard
****** \merge\newsrc\game\g_client.c
   931:          }
   932:  
   933:          if ( g_gametype.integer >= GT_TEAM &&
   934:                  client->sess.sessionTeam != TEAM_SPECTATOR ) {
   935:                  BroadcastTeamChange( client, -1 );
   936:          }
   937:  
   938:          // count current clients and rank for scoreboard
******

Resync failed.  Files are too different
****** g_client.c
   961:  
   962:  void Hellfire_Rules (gentity_t *ent)
   963:  {
   964:         char *powerup;
   965:         char quad[25] = "";
   966:         char haste[25] = "";
   967:         char regen[25] = "";
   968:         char invis[25] = "";
   969:         char flight[25] = "";
   970:         char battlesuit[25] = "";
   971:         char *weap;
   972:         char *vampire = "OFF";
   973:         char *grav = "OFF";
   974:         char *doubler = "DISABLED";
   975:         char *homing = "DISABLED";
   976:         char *spawnprotect = "OFF";
   977:         char *grenade = "Standard";
   978:         char *falling = "NO ";
   979:         char *camping = "OFF";
   980:         char *footsteps = "YES";
   981:         char *fixedfov = "NO ";
   982:         char *selfdamage = "OFF";
   983:         char *mg = "";
   984:         char *sg = "";
   985:         char *gl = "";
   986:         char *rl = "";
   987:         char *lg = "";
   988:         char *rg = "";
   989:         char *pg = "";
   990:         char *bfg = "";
   991:         char *instagib = "OFF";
   992:  
   993:         switch(startwithpowerups.integer)
   994:         {
   995:         case 1:
   996:                powerup = "Quad Damage ";
   997:                break;
   998:         case 2:
   999:                powerup = "Haste       ";
 1,000:                break;
 1,001:         case 3:
 1,002:                powerup = "Regeneration";
 1,003:                break;
 1,004:         case 4:
 1,005:                powerup = "Battle Suit ";
 1,006:                break;
 1,007:         case 5:
 1,008:                powerup = "Flight      ";
 1,009:                break;
 1,010:         case 6:
 1,011:                powerup = "Invisibility";
 1,012:                break;
 1,013:         case 7:
 1,014:                powerup = "Random      ";
 1,015:                break;
 1,016:         default:
 1,017:                powerup = "None        ";
 1,018:                break;
 1,019:         }
 1,020:         switch(randomweap.integer)
 1,021:         {
 1,022:         case 1:
 1,023:                weap = "ON ";
 1,024:                break;
 1,025:         default:
 1,026:                weap = "OFF";
 1,027:                break;
 1,028:         }
 1,029:         switch(g_quad.integer)
 1,030:         {
 1,031:         case 1:
 1,032:                strcpy(quad, "Quad Damage ");
 1,033:                break;
 1,034:         }
 1,035:         switch(g_haste.integer)
 1,036:         {
 1,037:         case 1:
 1,038:                strcpy(haste, "Haste ");
 1,039:                break;
 1,040:         }
 1,041:         switch(g_flight.integer)
 1,042:         {
 1,043:         case 1:
 1,044:                strcpy(flight, "Flight ");
 1,045:                break;
 1,046:         }
 1,047:         switch(g_invisibility.integer)
 1,048:         {
 1,049:         case 1:
 1,050:                strcpy(invis, "Invisibility ");
 1,051:                break;
 1,052:         }
 1,053:         switch(g_regen.integer)
 1,054:         {
 1,055:         case 1:
 1,056:                strcpy(regen, "Regeneration ");
 1,057:                break;
 1,058:         }
 1,059:         switch(g_battlesuit.integer)
 1,060:         {
****** \merge\newsrc\game\g_client.c
   948:  
   949:  /*
   950:  ===========
   951:  ClientBegin
   952:  
   953:  called when a client has finished connecting, and is ready
   954:  to be placed into the level.  This will happen every level load,
   955:  and on transition between teams, but doesn't happen on respawns
   956:  ============
   957:  */
   958:  void ClientBegin( int clientNum ) {
   959:          gentity_t       *ent;
   960:          gclient_t       *client;
   961:          gentity_t       *tent;
   962:          int                     flags;
   963:  
   964:          ent = g_entities + clientNum;
   965:  
   966:          client = level.clients + clientNum;
   967:  
   968:          if ( ent->r.linked ) {
   969:                  trap_UnlinkEntity( ent );
   970:          }
   971:          G_InitGentity( ent );
   972:          ent->touch = 0;
   973:          ent->pain = 0;
   974:          ent->client = client;
   975:  
   976:          client->pers.connected = CON_CONNECTED;
   977:          client->pers.enterTime = level.time;
   978:          client->pers.teamState.state = TEAM_BEGIN;
   979:  
   980:          // save eflags around this, because changing teams will
   981:          // cause this to happen with a valid entity, and we
   982:          // want to make sure the teleport bit is set right
   983:          // so the viewpoint doesn't interpolate through the
   984:          // world to the new position
   985:          flags = client->ps.eFlags;
   986:          memset( &client->ps, 0, sizeof( client->ps ) );
   987:          client->ps.eFlags = flags;
   988:  
   989:          // locate ent at a spawn point
   990:          ClientSpawn( ent );
   991:  
   992:          if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
   993:                  // send event
   994:                  tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
   995:                  tent->s.clientNum = ent->s.clientNum;
   996:  
   997:                  if ( g_gametype.integer != GT_TOURNAMENT  ) {
   998:                          trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname
   999:  ) );
 1,000:                  }
 1,001:          }
 1,002:          G_LogPrintf( "ClientBegin: %i\n", clientNum );
 1,003:  
 1,004:          // count current clients and rank for scoreboard
 1,005:          CalculateRanks();
 1,006:  }
 1,007:  
 1,008:  /*
 1,009:  ===========
 1,010:  ClientSpawn
 1,011:  
 1,012:  Called every time a client is placed fresh in the world:
 1,013:  after the first ClientBegin, and after each respawn
 1,014:  Initializes all non-persistant parts of playerState
 1,015:  ============
 1,016:  */
 1,017:  void ClientSpawn(gentity_t *ent) {
 1,018:          int             index;
 1,019:          vec3_t  spawn_origin, spawn_angles;
 1,020:          gclient_t       *client;
 1,021:          int             i;
 1,022:          clientPersistant_t      saved;
 1,023:          clientSession_t         savedSess;
 1,024:          int             persistant[MAX_PERSISTANT];
 1,025:          gentity_t       *spawnPoint;
 1,026:          int             flags;
 1,027:          int             savedPing;
 1,028:  //      char    *savedAreaBits;
 1,029:          int             accuracy_hits, accuracy_shots;
 1,030:          int             savedEvents[MAX_PS_EVENTS];
 1,031:          int             eventSequence;
 1,032:          char    userinfo[MAX_INFO_STRING];
 1,033:  
 1,034:          index = ent - g_entities;
 1,035:          client = ent->client;
 1,036:  
 1,037:          // find a spawn point
 1,038:          // do it before setting health back up, so farthest
 1,039:          // ranging doesn't count this client
 1,040:          if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
 1,041:                  spawnPoint = SelectSpectatorSpawnPoint ( 
 1,042:                                                  spawn_origin, spawn_angles);
 1,043:          } else if (g_gametype.integer >= GT_CTF ) {
 1,044:                  // all base oriented team games use the CTF spawn points
 1,045:                  spawnPoint = SelectCTFSpawnPoint ( 
 1,046:                                                  client->sess.sessionTeam, 
 1,047:                                                  client->pers.teamState.state, 
******


