#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
-#include "playerdemo.qh"
#include "spawnpoints.qh"
#include "resources.qh"
#include "g_damage.qh"
this.oldvelocity = this.velocity;
this.fire_endtime = -1;
this.event_damage = func_null;
+ this.event_heal = func_null;
for(int slot = 0; slot < MAX_AXH; ++slot)
{
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
+ this.event_heal = PlayerHeal;
if(!this.bot_attack)
IL_PUSH(g_bot_targets, this);
MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_WeaponFrame(this, weaponentity);
+ }
+
if (!warmup_stage && !this.alivetime)
this.alivetime = time;
void ClientKill (entity this)
{
+ // TODO: once .health is removed, will need to check it here for the "already dead" message!
+
if(game_stopped) return;
if(this.player_blocked) return;
if(STAT(FROZEN, this)) return;
WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
}
- playerdemo_write(this);
-
CSQCMODEL_AUTOUPDATE(this);
}