WriteEntity(MSG_ONE, self);
}
- DropAllRunes(self);
MUTATOR_CALLHOOK(MakePlayerObserver);
minstagib_stop_countdown(self);
self.think = func_null;
self.nextthink = 0;
self.hook_time = 0;
- self.runes = 0;
self.deadflag = DEAD_NO;
self.angles = spot.angles;
self.angles_z = 0;
self.metertime = 0;
- self.runes = 0;
-
self.deadflag = DEAD_NO;
self.angles = spot.angles;
self.event_damage = PlayerDamage;
self.bot_attack = TRUE;
+ self.monster_attack = TRUE;
self.statdraintime = time + 5;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
self.target = s;
activator = world;
self = oldself;
+
+ Unfreeze(self);
spawn_spot = spot;
MUTATOR_CALLHOOK(PlayerSpawn);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
- DropAllRunes(self);
MUTATOR_CALLHOOK(ClientDisconnect);
Portal_ClearAll(self);
max_mod = regen_mod = rot_mod = limit_mod = 1;
- if (self.runes & RUNE_REGEN)
- {
- if (self.runes & CURSE_VENOM) // do we have both rune/curse?
- {
- regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
- max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
- limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
- }
- else
- {
- regen_mod = autocvar_g_balance_rune_regen_regenrate;
- max_mod = autocvar_g_balance_rune_regen_hpmod;
- limit_mod = autocvar_g_balance_rune_regen_limitmod;
- }
- }
- else if (self.runes & CURSE_VENOM)
- {
- max_mod = autocvar_g_balance_curse_venom_hpmod;
- if (self.runes & RUNE_REGEN) // do we have both rune/curse?
- rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
- else
- rot_mod = autocvar_g_balance_curse_venom_rotrate;
- limit_mod = autocvar_g_balance_curse_venom_limitmod;
- //if (!self.runes & RUNE_REGEN)
- // rot_mod = autocvar_g_balance_curse_venom_rotrate;
- }
maxh = maxh * max_mod;
//maxa = maxa * max_mod;
//maxf = maxf * max_mod;
return;
#endif
+ if(self.frozen)
+ {
+ self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
+ self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
+
+ if(self.revive_progress >= 1)
+ Unfreeze(self);
+ }
+
MUTATOR_CALLHOOK(PlayerPreThink);
if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
do_crouch = 1;
if(self.vehicle)
do_crouch = 0;
- if(self.freezetag_frozen)
+ if(self.freezetag_frozen || self.frozen)
do_crouch = 0;
if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
// secret status
secrets_setstatus();
+ // monsters status
+ monsters_setstatus();
+
self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp