if not(g_ca) // don't reset teams when moving a ca player to the spectators
self.team = -1; // move this as it is needed to log the player spectating in eventlog
- if(self.killcount != -666) {
- if(g_lms) {
- if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
- else
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
- } else { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname); }
+ if(self.killcount != -666)
+ {
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
if(self.just_joined == FALSE) {
LogTeamchange(self.playerid, -1, 4);
limita = limita * limit_mod;
//limitf = limitf * limit_mod;
- if(g_lms && g_ca)
+ if(g_lms || g_ca)
rot_mod = 0;
if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
return;
}
- if(g_lms && !self.deadflag && autocvar_g_lms_campcheck_interval)
- {
- vector dist;
-
- // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
- dist = self.prevorigin - self.origin;
- dist_z = 0;
- self.lms_traveled_distance += fabs(vlen(dist));
-
- if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
- {
- self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
- self.lms_traveled_distance = 0;
- }
-
- if(time > self.lms_nextcheck)
- {
- //sprint(self, "distance: ", ftos(self.lms_traveled_distance), "\n");
- if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
- {
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
- // FIXME KadaverJack: gibbing player here causes playermodel to bounce around, instead of eye.md3
- // I wasn't able to find out WHY that happens, so I put a workaround in place that shall prevent players from being gibbed :(
- if(self.vehicle)
- Damage(self.vehicle, self, self, autocvar_g_lms_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0');
- else
- Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
- }
- self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
- self.lms_traveled_distance = 0;
- }
- }
-
self.prevorigin = self.origin;
float do_crouch = self.BUTTON_CROUCH;