]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
also make minstanex a superweapon
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 1db0e928a471e82e916ec4daf88b1115fbc797bd..40b82224b02966f8d78c5902c2ea0ad4571e58fc 100644 (file)
@@ -466,6 +466,7 @@ void PutObserverInServer (void)
        self.pauseregen_finished = 0;
        self.damageforcescale = 0;
        self.death_time = 0;
+       self.respawn_time = 0;
        self.alpha = 0;
        self.scale = 0;
        self.fade_time = 0;
@@ -473,6 +474,7 @@ void PutObserverInServer (void)
        self.pain_finished = 0;
        self.strength_finished = 0;
        self.invincible_finished = 0;
+       self.superweapons_finished = 0;
        self.pushltime = 0;
        self.think = SUB_Null;
        self.nextthink = 0;
@@ -749,6 +751,11 @@ void PutClientInServer (void)
                        self.weapons = start_weapons;
                }
 
+               if(self.weapons & WEPBIT_SUPERWEAPONS) // exception for minstagib, as minstanex is a superweapon
+                       self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
+               else
+                       self.superweapons_finished = 0;
+
                if(g_weaponarena_random)
                {
                        if(g_weaponarena_random_with_laser)
@@ -774,6 +781,7 @@ void PutClientInServer (void)
                }
                self.damageforcescale = 2;
                self.death_time = 0;
+               self.respawn_time = 0;
                self.scale = 0;
                self.fade_time = 0;
                self.pain_frame = 0;
@@ -1759,23 +1767,15 @@ void respawn(void)
                self.movetype = MOVETYPE_FLY;
                self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
                self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
-               self.effects |= EF_ADDITIVE;
-               self.oldcolormap = self.colormap; // saved for copybody to use later
-               self.colormap = 0; // this originally was 512, but raises a warning in the engine, so get rid of it
+               self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
                pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
                if(autocvar_g_respawn_ghosts_maxtime)
                        SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
        }
 
        CopyBody(1);
+
        self.effects |= EF_NODRAW; // prevent another CopyBody
-       
-       if(self.oldcolormap) // reset it so that when they respawn it'll be back to normal
-       {
-               self.colormap = self.oldcolormap;
-               self.oldcolormap = 0;
-       }
-       
        PutClientInServer();
 }
 
@@ -1893,6 +1893,31 @@ void player_powerups (void)
                                sprint(self, "^3Shield surrounds you\n");
                        }
                }
+               if (self.items & IT_SUPERWEAPON)
+               {
+                       play_countdown(self.superweapons_finished, "misc/poweroff.wav");
+                       self.effects = self.effects | EF_RED;
+                       if (self.items & IT_UNLIMITED_SUPERWEAPONS)
+                       {
+                               // don't let them run out
+                       }
+                       else if (time > self.superweapons_finished)
+                       {
+                               self.items = self.items - (self.items & IT_SUPERWEAPON);
+                               self.weapons &~= WEPBIT_SUPERWEAPONS;
+                               sprint(self, "^3Superweapons have broken down\n");
+                       }
+               }
+               else
+               {
+                       if (time < self.superweapons_finished)
+                       {
+                               self.items = self.items | IT_SUPERWEAPON;
+                               sprint(self, "^3You now have a superweapon\n");
+                       }
+                       else
+                               self.weapons &~= WEPBIT_SUPERWEAPONS; // just in case
+               }
        }
        
        if(autocvar_g_nodepthtestplayers)
@@ -2256,13 +2281,13 @@ void ShowRespawnCountdown()
                return;
        else
        {
-               number = ceil(self.death_time - time);
+               number = ceil(self.respawn_time - time);
                if(number <= 0)
                        return;
                if(number <= self.respawn_countdown)
                {
                        self.respawn_countdown = number - 1;
-                       if(ceil(self.death_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
+                       if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
                                AnnounceTo(self, strcat(ftos(number), ""));
                }
        }
@@ -2638,9 +2663,9 @@ void PlayerPreThink (void)
                        float button_pressed, force_respawn;
                        if(self.personal && g_race_qualifying)
                        {
-                               if(time > self.death_time)
+                               if(time > self.respawn_time)
                                {
-                                       self.death_time = time + 1; // only retry once a second
+                                       self.respawn_time = time + 1; // only retry once a second
                                        respawn();
                                        self.impulse = 141;
                                }
@@ -2670,9 +2695,9 @@ void PlayerPreThink (void)
                                }
                                else if (self.deadflag == DEAD_RESPAWNING)
                                {
-                                       if(time > self.death_time)
+                                       if(time > self.respawn_time)
                                        {
-                                               self.death_time = time + 1; // only retry once a second
+                                               self.respawn_time = time + 1; // only retry once a second
                                                respawn();
                                        }
                                }