void respawn(entity this)
{
- if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
- {
- this.solid = SOLID_NOT;
- this.takedamage = DAMAGE_NO;
- set_movetype(this, MOVETYPE_FLY);
- this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
- this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
- this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
- Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
- if(autocvar_g_respawn_ghosts_maxtime)
- SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
+ bool damagedbycontents_prev = this.damagedbycontents;
+ if(this.alpha >= 0)
+ {
+ if(autocvar_g_respawn_ghosts)
+ {
+ this.solid = SOLID_NOT;
+ this.takedamage = DAMAGE_NO;
+ this.damagedbycontents = false;
+ set_movetype(this, MOVETYPE_FLY);
+ this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
+ this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
+ this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
+ this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
+ Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
+ if(autocvar_g_respawn_ghosts_time > 0)
+ SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
+ }
+ else
+ SUB_SetFade (this, time, 1); // fade out the corpse immediately
}
CopyBody(this, 1);
+ this.damagedbycontents = damagedbycontents_prev;
this.effects |= EF_NODRAW; // prevent another CopyBody
PutClientInServer(this);
void player_powerups(entity this)
{
- // add a way to see what the items were BEFORE all of these checks for the mutator hook
- int items_prev = this.items;
-
if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
this.modelflags |= MF_ROCKET;
else
this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ if (IS_DEAD(this))
+ {
+ if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
+ {
+ sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
+ stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
+ this.items &= ~ITEM_Strength.m_itemid;
+ this.items &= ~ITEM_Shield.m_itemid;
+ this.items -= (this.items & IT_SUPERWEAPON);
+ }
+ }
+
if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
return;
+ // add a way to see what the items were BEFORE all of these checks for the mutator hook
+ int items_prev = this.items;
+
Fire_ApplyDamage(this);
Fire_ApplyEffect(this);
return true;
}
-.int items_added;
.string shootfromfixedorigin;
.bool dualwielding_prev;
bool PlayerThink(entity this)
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
- this.items &= ~this.items_added;
-
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
W_Vortex_Charge(this, weaponentity, frametime);
W_WeaponFrame(this, weaponentity);
}
-
- this.items_added = 0;
- if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
- this.items_added |= IT_FUEL;
-
- this.items |= this.items_added;
}
if (frametime)
store.ping_movementloss = this.ping_movementloss;
store.v_angle = this.v_angle;
- store.movement = (typing) ? '0 0 0' : this.movement;
+ store.movement = this.movement;
}
NET_HANDLE(fpsreport, bool)