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;
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)
WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
+ WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
return TRUE;
}
else self.colormod = '1 1 1';
}*/
-.float oldcolormap;
void respawn(void)
{
if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
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;
- 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)
- {
- self.colormap = self.oldcolormap;
- self.oldcolormap = 0;
- }
PutClientInServer();
}
sprint(self, "^3Shield surrounds you\n");
}
}
+ if (self.items & IT_SUPERWEAPON)
+ {
+ //if(W_WeaponBit(self.weapon) & WEPBIT_SUPERWEAPONS)
+ // self.effects = self.effects | EF_RED;
+ if (!(self.weapons & WEPBIT_SUPERWEAPONS))
+ {
+ self.superweapons_finished = 0;
+ self.items = self.items - (self.items & IT_SUPERWEAPON);
+ sprint(self, "^3Superweapons have been lost\n");
+ }
+ else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
+ {
+ // don't let them run out
+ }
+ else
+ {
+ play_countdown(self.superweapons_finished, "misc/poweroff.wav");
+ 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(self.weapons & WEPBIT_SUPERWEAPONS)
+ {
+ if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
+ {
+ self.items = self.items | IT_SUPERWEAPON;
+ sprint(self, "^3You now have a superweapon\n");
+ }
+ else
+ {
+ self.superweapons_finished = 0;
+ self.weapons &~= WEPBIT_SUPERWEAPONS; // just in case
+ }
+ }
+ else
+ {
+ self.superweapons_finished = 0;
+ }
}
if(autocvar_g_nodepthtestplayers)