seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy"
set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
-seta cl_eventchase_death 0 "camera goes into 3rd person mode when the player is dead"
+seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
ATTRIB(XonoticWeaponsDialog, title, string, _("Weapon settings"))
ATTRIB(XonoticWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
ATTRIB(XonoticWeaponsDialog, intendedWidth, float, 0.4)
- ATTRIB(XonoticWeaponsDialog, rows, float, 17)
+ ATTRIB(XonoticWeaponsDialog, rows, float, 18)
ATTRIB(XonoticWeaponsDialog, columns, float, 3)
ATTRIB(XonoticWeaponsDialog, weaponsList, entity, NULL)
ENDCLASS(XonoticWeaponsDialog)
me.TR(me);
me.TD(me, 1, 3, makeXonoticTextLabel(0, _("Weapon priority list:")));
me.TR(me);
- me.TD(me, 9, 3, e = me.weaponsList = makeXonoticWeaponsList());
- me.gotoRC(me, 10, 0);
+ me.TD(me, 10, 3, e = me.weaponsList = makeXonoticWeaponsList());
+ me.gotoRC(me, 11, 0);
me.TDempty(me, 0.5);
me.TD(me, 1, 1, e = makeXonoticButton(_("Up"), '0 0 0'));
e.onClick = WeaponsList_MoveUp_Click;
self.dmg_save = spectatee.dmg_save;
self.dmg_inflictor = spectatee.dmg_inflictor;
self.angles = spectatee.v_angle;
- //self.fixangle = TRUE;
+ self.fixangle = TRUE;
setorigin(self, spectatee.origin);
setsize(self, spectatee.mins, spectatee.maxs);
SetZoomState(spectatee.zoomstate);
{
setorigin(self, spectatee.origin);
self.velocity = spectatee.vehicle.velocity;
- //self.v_angle += spectatee.vehicle.angles;
+ self.v_angle += spectatee.vehicle.angles;
//self.v_angle_x *= -1;
self.vehicle_health = spectatee.vehicle_health;
self.vehicle_shield = spectatee.vehicle_shield;
return;
}
}
+ if(!SpectateUpdate())
+ PutObserverInServer();
}
PrintWelcomeMessage(self);
if(deathtype & HITTYPE_HEADSHOT)
damage *= 1 + damage_headshotbonus;
- if(targ.classname == "player")
+ entity victim;
+ if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
+ victim = targ.owner;
+ else
+ victim = targ;
+
+ if(victim.classname == "player")
{
- if(IsDifferentTeam(targ, attacker))
+ if(IsDifferentTeam(victim, attacker))
{
if(damage > 0)
{
if(deathtype != DEATH_FIRE)
{
- if(targ.BUTTON_CHAT)
+ if(victim.BUTTON_CHAT)
attacker.typehitsound += 1;
else
attacker.hitsound += 1;
if not(DEATH_ISSPECIAL(deathtype))
{
+ if(targ.classname == "player") // don't do this for vehicles
if(!g_minstagib)
- if(IsFlying(targ))
+ if(IsFlying(victim))
yoda = 1;
if(g_minstagib)
- if(targ.items & IT_STRENGTH)
+ if(victim.items & IT_STRENGTH)
yoda = 1;
if(deathtype & HITTYPE_HEADSHOT)
}
else
{
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
WriteAngle(MSG_ONE, self.angles_y); // yaw
WriteAngle(MSG_ONE, 0); // roll