]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
csqcplayers: network death_time
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index a0c5c843a3d0054c56ee2e9e83dab7793409e513..d0001b9d39a4845e3b1cd1406ef1d2c29fd787d8 100644 (file)
@@ -456,7 +456,7 @@ void PutObserverInServer (void)
        self.health = -666;
        self.takedamage = DAMAGE_NO;
        self.solid = SOLID_NOT;
-       self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
+       self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
        self.flags = FL_CLIENT | FL_NOTARGET;
        self.armorvalue = 666;
        self.effects = 0;
@@ -466,6 +466,7 @@ void PutObserverInServer (void)
        self.pauseregen_finished = 0;
        self.damageforcescale = 0;
        self.death_time = 0;
+       self.respawn_time = 0;
        self.alpha = 0;
        self.scale = 0;
        self.fade_time = 0;
@@ -484,7 +485,7 @@ void PutObserverInServer (void)
        self.fixangle = TRUE;
        self.crouch = FALSE;
 
-       setorigin (self, spot.origin);
+       setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
        self.prevorigin = self.origin;
        self.items = 0;
        self.weapons = 0;
@@ -759,7 +760,6 @@ void PutClientInServer (void)
                }
 
                self.items = start_items;
-               self.jump_interval = time;
 
                self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
                self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
@@ -775,7 +775,7 @@ void PutClientInServer (void)
                }
                self.damageforcescale = 2;
                self.death_time = 0;
-               self.alpha = 0;
+               self.respawn_time = 0;
                self.scale = 0;
                self.fade_time = 0;
                self.pain_frame = 0;
@@ -1114,7 +1114,7 @@ void KillIndicator_Think()
                return;
        }
 
-       if (self.owner.effects & CSQCMODEL_EF_INVISIBLE)
+       if (self.owner.alpha < 0)
        {
                self.owner.killindicator = world;
                remove(self);
@@ -1696,7 +1696,7 @@ void ClientDisconnect (void)
 void ChatBubbleThink()
 {
        self.nextthink = time;
-       if ((self.owner.effects & CSQCMODEL_EF_INVISIBLE) || self.owner.chatbubbleentity != self)
+       if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
        {
                if(self.owner) // but why can that ever be world?
                        self.owner.chatbubbleentity = world;
@@ -1715,7 +1715,7 @@ void ChatBubbleThink()
 
 void UpdateChatBubble()
 {
-       if (self.effects & CSQCMODEL_EF_INVISIBLE)
+       if (self.alpha < 0)
                return;
        // spawn a chatbubble entity if needed
        if (!self.chatbubbleentity)
@@ -1752,10 +1752,9 @@ void UpdateChatBubble()
        else self.colormod = '1 1 1';
 }*/
 
-.float oldcolormap;
 void respawn(void)
 {
-       if(!(self.effects & CSQCMODEL_EF_INVISIBLE) && autocvar_g_respawn_ghosts)
+       if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
        {
                self.solid = SOLID_NOT;
                self.takedamage = DAMAGE_NO;
@@ -1763,7 +1762,7 @@ void respawn(void)
                self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
                self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
                self.effects |= EF_ADDITIVE;
-               self.oldcolormap = self.colormap;
+               self.oldcolormap = self.colormap; // saved for copybody to use later
                self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
                pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
                if(autocvar_g_respawn_ghosts_maxtime)
@@ -1772,11 +1771,13 @@ void respawn(void)
 
        CopyBody(1);
        self.effects |= EF_NODRAW; // prevent another CopyBody
-       if(self.oldcolormap)
+       
+       if(self.oldcolormap) // reset it so that when they respawn it'll be back to normal
        {
                self.colormap = self.oldcolormap;
                self.oldcolormap = 0;
        }
+       
        PutClientInServer();
 }
 
@@ -1806,7 +1807,7 @@ void player_powerups (void)
 
        self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
 
-       if((self.effects & CSQCMODEL_EF_INVISIBLE) || self.deadflag) // don't apply the flags if the player is gibbed
+       if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed
                return;
 
        Fire_ApplyDamage(self);
@@ -1894,26 +1895,26 @@ void player_powerups (void)
                                sprint(self, "^3Shield surrounds you\n");
                        }
                }
+       }
+       
+       if(autocvar_g_nodepthtestplayers)
+               self.effects = self.effects | EF_NODEPTHTEST;
 
-               if(autocvar_g_nodepthtestplayers)
-                       self.effects = self.effects | EF_NODEPTHTEST;
-
-               if(autocvar_g_fullbrightplayers)
-                       self.effects = self.effects | EF_FULLBRIGHT;
+       if(autocvar_g_fullbrightplayers)
+               self.effects = self.effects | EF_FULLBRIGHT;
 
-               // midair gamemode: damage only while in the air
-               // if in midair mode, being on ground grants temporary invulnerability
-               // (this is so that multishot weapon don't clear the ground flag on the
-               // first damage in the frame, leaving the player vulnerable to the
-               // remaining hits in the same frame)
-               if (self.flags & FL_ONGROUND)
-               if (g_midair)
-                       self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
+       // midair gamemode: damage only while in the air
+       // if in midair mode, being on ground grants temporary invulnerability
+       // (this is so that multishot weapon don't clear the ground flag on the
+       // first damage in the frame, leaving the player vulnerable to the
+       // remaining hits in the same frame)
+       if (self.flags & FL_ONGROUND)
+       if (g_midair)
+               self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
 
-               if (time >= game_starttime)
-               if (time < self.spawnshieldtime)
-                       self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
-       }
+       if (time >= game_starttime)
+       if (time < self.spawnshieldtime)
+               self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
 
        MUTATOR_CALLHOOK(PlayerPowerups);
 }
@@ -2257,13 +2258,13 @@ void ShowRespawnCountdown()
                return;
        else
        {
-               number = ceil(self.death_time - time);
+               number = ceil(self.respawn_time - time);
                if(number <= 0)
                        return;
                if(number <= self.respawn_countdown)
                {
                        self.respawn_countdown = number - 1;
-                       if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
+                       if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
                                AnnounceTo(self, strcat(ftos(number), ""));
                }
        }
@@ -2639,9 +2640,9 @@ void PlayerPreThink (void)
                        float button_pressed, force_respawn;
                        if(self.personal && g_race_qualifying)
                        {
-                               if(time > self.death_time)
+                               if(time > self.respawn_time)
                                {
-                                       self.death_time = time + 1; // only retry once a second
+                                       self.respawn_time = time + 1; // only retry once a second
                                        respawn();
                                        self.impulse = 141;
                                }
@@ -2671,9 +2672,9 @@ void PlayerPreThink (void)
                                }
                                else if (self.deadflag == DEAD_RESPAWNING)
                                {
-                                       if(time > self.death_time)
+                                       if(time > self.respawn_time)
                                        {
-                                               self.death_time = time + 1; // only retry once a second
+                                               self.respawn_time = time + 1; // only retry once a second
                                                respawn();
                                        }
                                }