]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
These are entirely unrelated to minstagib, place them outside of the conditional...
authorSamual <samual@xonotic.org>
Thu, 5 Jan 2012 19:18:25 +0000 (14:18 -0500)
committerSamual <samual@xonotic.org>
Thu, 5 Jan 2012 19:18:25 +0000 (14:18 -0500)
qcsrc/server/cl_client.qc

index 5dda4db34d6779bab18c60325c2c7ee3b57ed19e..9b9dafa0b400f04ebd7e22a3bed4a2accd764833 100644 (file)
@@ -1892,26 +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);
 }