Portal_ClearAll(self);
- Unfreeze(self);
-
if(self.alivetime)
{
if(!warmup_stage)
self.target = s;
activator = world;
self = oldself;
-
- Unfreeze(self);
spawn_spot = spot;
MUTATOR_CALLHOOK(PlayerSpawn);
{
if(gameover) return;
if(self.player_blocked) return;
- if(self.frozen) return;
+ if(self.freezetag_frozen) return;
ClientKill_TeamChange(0);
}
MUTATOR_CALLHOOK(ClientDisconnect);
Portal_ClearAll(self);
-
- Unfreeze(self);
RemoveGrapplingHook(self);
self.dmg_inflictor = spectatee.dmg_inflictor;
self.v_angle = spectatee.v_angle;
self.angles = spectatee.v_angle;
- self.frozen = spectatee.frozen;
- self.revive_progress = spectatee.revive_progress;
if(!self.BUTTON_USE)
self.fixangle = TRUE;
setorigin(self, spectatee.origin);
return;
#endif
- if(self.frozen == 2)
- {
- self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
- self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
- self.iceblock.alpha = 1 - self.revive_progress;
-
- if(self.revive_progress >= 1)
- Unfreeze(self);
- }
-
MUTATOR_CALLHOOK(PlayerPreThink);
if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
do_crouch = 0;
if(self.vehicle)
do_crouch = 0;
- if(self.frozen)
+ if(self.freezetag_frozen)
do_crouch = 0;
if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;