Drag_MoveDrag(oldself, self);
+ if(self.colormap <= maxclients && self.colormap > 0)
+ self.colormap = 1024 + self.clientcolors;
+
self = oldself;
}
self.anim_backright = animfixfps(self, '21 1 1');
self.anim_backleft = animfixfps(self, '22 1 1');
self.anim_melee = animfixfps(self, '23 1 1');
+ self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
// TODO introspect models for finding right "fps" value (1/duration)
// reset animstate now
setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
}
else if (self.crouch)
{
- if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
+ if (self.movement_x < 0)
+ setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
+ else if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
else
setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
self.armorvalue = self.armorvalue - save;
self.health = self.health - take;
// pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ if(take)
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
MUTATOR_CALLHOOK(PlayerDies);
weapon_action(self.weapon, WR_PLAYERDEATH);
+ RemoveGrapplingHook(self);
+
if(self.flagcarried)
{
if(attacker.classname != "player")