]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/mutator_minstagib
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 4c7d5c57564d8f7b674c610629e45faac08ab7b7..671771bcb37e580f6e77780ce36123e1f1d95763 100644 (file)
@@ -403,8 +403,6 @@ void PutObserverInServer (void)
 
        MUTATOR_CALLHOOK(MakePlayerObserver);
 
-       minstagib_stop_countdown(self);
-
        Portal_ClearAll(self);
        
        if(self.alivetime)
@@ -721,10 +719,7 @@ void PutClientInServer (void)
                if(autocvar__notarget)
                        self.flags |= FL_NOTARGET;
                self.takedamage = DAMAGE_AIM;
-               if(g_minstagib)
-                       self.effects = EF_FULLBRIGHT;
-               else
-                       self.effects = 0;
+               self.effects = 0;
                self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
                self.air_finished = time + 12;
                self.dmg = 2;
@@ -1789,55 +1784,7 @@ void player_powerups (void)
        Fire_ApplyDamage(self);
        Fire_ApplyEffect(self);
 
-       if (g_minstagib)
-       {
-               self.effects |= EF_FULLBRIGHT;
-
-               if (self.items & IT_STRENGTH)
-               {
-                       play_countdown(self.strength_finished, "misc/poweroff.wav");
-                       if (time > self.strength_finished)
-                       {
-                               self.alpha = default_player_alpha;
-                               self.exteriorweaponentity.alpha = default_weapon_alpha;
-                               self.items &~= IT_STRENGTH;
-                               //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
-                               Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
-                       }
-               }
-               else
-               {
-                       if (time < self.strength_finished)
-                       {
-                               self.alpha = g_minstagib_invis_alpha;
-                               self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
-                               self.items |= IT_STRENGTH;
-                               Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
-                               Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
-                       }
-               }
-
-               if (self.items & IT_INVINCIBLE)
-               {
-                       play_countdown(self.invincible_finished, "misc/poweroff.wav");
-                       if (time > self.invincible_finished)
-                       {
-                               self.items = self.items - (self.items & IT_INVINCIBLE);
-                               //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
-                               Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
-                       }
-               }
-               else
-               {
-                       if (time < self.invincible_finished)
-                       {
-                               self.items = self.items | IT_INVINCIBLE;
-                               Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
-                               Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
-                       }
-               }
-       }
-       else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
+       if not(g_minstagib)
        {
                if (self.items & IT_STRENGTH)
                {
@@ -2642,9 +2589,6 @@ void PlayerPreThink (void)
                        player_powerups();
                }
 
-               if (g_minstagib)
-                       minstagib_ammocheck();
-
                if (self.deadflag != DEAD_NO)
                {
                        float button_pressed, force_respawn;