]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge branch 'master' into Mario/physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index a15fa048edb6141f01309f7ab9c4f111591226c0..a3221a1bc103f7e3fcfb49efc95b813abc20dd41 100644 (file)
@@ -240,11 +240,18 @@ void player_setupanimsformodel()
 void player_anim (void)
 {
        float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(self.deadflag && !deadbits)
-               if(random() < 0.5)
-                       deadbits = ANIMSTATE_DEAD1;
-               else
-                       deadbits = ANIMSTATE_DEAD2;
+       if(self.deadflag) {
+               if (!deadbits) {
+                       // Decide on which death animation to use.
+                       if(random() < 0.5)
+                               deadbits = ANIMSTATE_DEAD1;
+                       else
+                               deadbits = ANIMSTATE_DEAD2;
+               }
+       } else {
+               // Clear a previous death animation.
+               deadbits = 0;
+       }
        float animbits = deadbits;
        if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
@@ -538,7 +545,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        self.health = self.health - take;
                        // pause regeneration for 5 seconds
                        if(take)
-                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+                               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
                        {
@@ -573,12 +580,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                                                        PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                        }
                                }
+                       }
 
-                               // throw off bot aim temporarily
-                               float shake;
+                       // throw off bot aim temporarily
+                       float shake;
+                       if(IS_BOT_CLIENT(self) && self.health >= 1)
+                       {
                                shake = damage * 5 / (bound(0,skill,100) + 1);
                                self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
                                self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
+                               self.v_angle_x = bound(-90, self.v_angle_x, 90);
                        }
                }
                else