]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Fix conditionals in the first and third parameter when user inputs like `calc 4 - +`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index 9bf3f7c60283db691cbfa8430aeba0ad4a504aec..1333b2386d81e59d4673858b5f1cac89a81bbc8c 100644 (file)
@@ -468,6 +468,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                        float realdmg = damage - excess;
                        if (this != attacker && realdmg)
+                       if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
                        {
                                if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
                                        GameRules_scoring_add(attacker, DMG, realdmg);
@@ -490,6 +491,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        bool valid_damage_for_weaponstats = false;
        Weapon awep = WEP_Null;
 
+       if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
        if(vbot || IS_REAL_CLIENT(this))
        if(abot || IS_REAL_CLIENT(attacker))
        if(attacker && this != attacker)
@@ -613,8 +615,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                this.avelocity = '0 0 0';
                // view from the floor
                this.view_ofs = '0 0 -8';
-               // toss the corpse
-               set_movetype(this, MOVETYPE_TOSS);
+               if(this.move_movetype == MOVETYPE_NOCLIP)
+               {
+                       // don't toss the corpse in this case, it can get stuck in solid (causing low fps)
+                       // or fall indefinitely into the void if out of the map
+                       this.velocity = '0 0 0';
+               }
+               else
+               {
+                       // toss the corpse
+                       set_movetype(this, MOVETYPE_TOSS);
+               }
                // shootable corpse
                this.solid = SOLID_CORPSE;
                PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;