float autocvar_sv_dodging_up_speed;
float autocvar_sv_dodging_wall_distance_threshold;
float autocvar_sv_dodging_wall_dodging;
+float autocvar_sv_doublejump;
float autocvar_sv_eventlog;
float autocvar_sv_eventlog_console;
float autocvar_sv_eventlog_files;
ClientKill_Now(); // no oldself needed
return;
}
+ else if(g_cts)
+ {
+ self.nextthink = time + 1;
+ self.cnt -= 1;
+ }
else
{
if(self.cnt <= 10)
self.killindicator_teamchange = targetteam;
- if(!self.killindicator)
+ if(g_cts) // allow an instant kill in CTS
+ {
+ ClientKill_Now();
+ return;
+ }
+
+ else if(!self.killindicator)
{
if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
{
ClientKill_TeamChange(0);
}
-void CTS_ClientKill_Think (void)
+void CTS_ClientKill (entity e) // silent version of ClientKill
{
- self = self.owner; // set self to the player to be killed
- sprint(self, "^1You were killed in order to prevent cheating!");
- ClientKill_Now();
-}
-
-void CTS_ClientKill (float t) // silent version of ClientKill
-{
- entity e;
- e = spawn();
- e.owner = self;
- e.think = CTS_ClientKill_Think;
- e.nextthink = t;
+ e.killindicator = spawn();
+ e.killindicator.owner = e;
+ e.killindicator.think = KillIndicator_Think;
+ e.killindicator.nextthink = time + (e.lip) * 0.05;
+ e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
+ e.lip = 0;
}
void DoTeamChange(float destteam)
float doublejump;
doublejump = FALSE;
- if (sv_doublejump)
+ if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
float sv_maxidle_spectatorsareidle;
float sv_pogostick;
-float sv_doublejump;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
float next_pingtime;
t = (weaponinfo.spawnflags & WEP_FLAG_NORMAL);
else if(t < -1)
t = 0;
- else if (g_race || g_cts)
- t = (i == WEP_LASER);
+ else if (g_race)
+ t = (i == WEP_LASER || i == WEP_SHOTGUN);
+ else if (g_cts)
+ t = (i == WEP_SHOTGUN);
else if (g_nexball)
t = 0; // weapon is set a few lines later
else
if (!g_weapon_stay && (cvar("deathmatch") == 2))
g_weapon_stay = 1;
+ if (!g_weapon_stay && g_cts)
+ g_weapon_stay = 1;
+
g_ghost_items = cvar("g_ghost_items");
if(g_ghost_items >= 1)
self = e_old;
}
//dprint("Delayed initialization: ", self.classname, "\n");
- func();
+ if(func != func_null)
+ func();
+ else
+ {
+ eprint(self);
+ backtrace(strcat("Null function in: ", self.classname, "\n"));
+ }
self = e;
}
}
race_setTime(GetMapname(), t, e.crypto_idfp, e.netname, e);
if(g_cts && autocvar_g_cts_finish_kill_delay)
{
- CTS_ClientKill(autocvar_g_cts_finish_kill_delay);
+ CTS_ClientKill(e);
}
}
if(t < recordtime || recordtime == 0)
for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
for(targ = world; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_checkpoint" || targ.classname == "target_startTimer" || targ.classname == "target_stopTimer") {
- targ.wait = -2;
+ trigger.wait = 0;
+ trigger.delay = 0;
+ targ.wait = 0;
targ.delay = 0;
- setsize(targ, trigger.mins, trigger.maxs);
- setorigin(targ, trigger.origin);
+ // These just make the game crash on some maps with oddly shaped triggers.
+ // (on the other hand they used to fix the case when two players ran through a checkpoint at once,
+ // and often one of them just passed through without being registered. Hope it's fixed in a better way now.
+ // (happened on item triggers too)
+ //
+ //targ.wait = -2;
+ //targ.delay = 0;
+
+ //setsize(targ, trigger.mins, trigger.maxs);
+ //setorigin(targ, trigger.origin);
//remove(trigger);
}
}
for(targ = world; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
{
- targ.wait = -2;
+ trigger.wait = 0;
+ trigger.delay = 0;
+ targ.wait = 0;
targ.delay = 0;
- setsize(targ, trigger.mins, trigger.maxs);
- setorigin(targ, trigger.origin);
+ //setsize(targ, trigger.mins, trigger.maxs);
+ //setorigin(targ, trigger.origin);
//remove(trigger);
}
}
void spawnfunc_target_init()
{
self.spawnflags = 0; // remove all weapons except the ones listed below
- self.netname = "laser uzi"; // keep these weapons through the remove trigger
+ self.netname = "shotgun"; // keep these weapons through the remove trigger
spawnfunc_target_items();
InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
}