]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge branch 'master' into terencehill/arena_and_ca_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 79c212f561ca8c3d4c3c162ba9098fe78d5affa0..7bf685e252ce55dfd66b637fda2aa56deb40943f 100644 (file)
@@ -456,7 +456,7 @@ void PutObserverInServer (void)
        self.health = -666;
        self.takedamage = DAMAGE_NO;
        self.solid = SOLID_NOT;
-       self.movetype = MOVETYPE_FLY_WORLDONLY; //(self.cvar_cl_clippedspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY); // it's too early for this anyway, lets just set it in playerprethink
+       self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
        self.flags = FL_CLIENT | FL_NOTARGET;
        self.armorvalue = 666;
        self.effects = 0;
@@ -484,7 +484,7 @@ void PutObserverInServer (void)
        self.fixangle = TRUE;
        self.crouch = FALSE;
 
-       setorigin (self, spot.origin);
+       setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
        self.prevorigin = self.origin;
        self.items = 0;
        self.weapons = 0;
@@ -759,7 +759,6 @@ void PutClientInServer (void)
                }
 
                self.items = start_items;
-               self.jump_interval = time;
 
                self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
                self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
@@ -1893,26 +1892,26 @@ void player_powerups (void)
                                sprint(self, "^3Shield surrounds you\n");
                        }
                }
-
-               if(autocvar_g_nodepthtestplayers)
-                       self.effects = self.effects | EF_NODEPTHTEST;
-
-               if(autocvar_g_fullbrightplayers)
-                       self.effects = self.effects | EF_FULLBRIGHT;
-
-               // midair gamemode: damage only while in the air
-               // if in midair mode, being on ground grants temporary invulnerability
-               // (this is so that multishot weapon don't clear the ground flag on the
-               // first damage in the frame, leaving the player vulnerable to the
-               // remaining hits in the same frame)
-               if (self.flags & FL_ONGROUND)
-               if (g_midair)
-                       self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
-
-               if (time >= game_starttime)
-               if (time < self.spawnshieldtime)
-                       self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
        }
+       
+       if(autocvar_g_nodepthtestplayers)
+               self.effects = self.effects | EF_NODEPTHTEST;
+
+       if(autocvar_g_fullbrightplayers)
+               self.effects = self.effects | EF_FULLBRIGHT;
+
+       // midair gamemode: damage only while in the air
+       // if in midair mode, being on ground grants temporary invulnerability
+       // (this is so that multishot weapon don't clear the ground flag on the
+       // first damage in the frame, leaving the player vulnerable to the
+       // remaining hits in the same frame)
+       if (self.flags & FL_ONGROUND)
+       if (g_midair)
+               self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
+
+       if (time >= game_starttime)
+       if (time < self.spawnshieldtime)
+               self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
 
        MUTATOR_CALLHOOK(PlayerPowerups);
 }