.entity pusher;
.float pushltime;
+.float CopyBody_nextthink;
+.void(void) CopyBody_think;
+void CopyBody_Think(void)
+{
+ if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
+ {
+ self.CopyBody_think();
+ if(wasfreed(self))
+ return;
+ self.CopyBody_nextthink = self.nextthink;
+ self.CopyBody_think = self.think;
+ self.think = CopyBody_Think;
+ }
+ CSQCMODEL_AUTOUPDATE();
+ self.nextthink = time;
+}
void CopyBody(float keepvelocity)
{
entity oldself;
self.animstate_endtime = oldself.animstate_endtime;
self.animstate_override = oldself.animstate_override;
self.animstate_looping = oldself.animstate_looping;
+ self.dphitcontentsmask = oldself.dphitcontentsmask;
+ self.death_time = oldself.death_time;
self.frame = oldself.frame;
- self.dead_frame = oldself.dead_frame;
self.pain_finished = oldself.pain_finished;
self.health = oldself.health;
self.armorvalue = oldself.armorvalue;
self.skin = oldself.skin;
self.species = oldself.species;
self.movetype = oldself.movetype;
- self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
self.ballistics_density = oldself.ballistics_density;
self.takedamage = oldself.takedamage;
- self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
if (keepvelocity == 1)
self.velocity = oldself.velocity;
self.oldvelocity = self.velocity;
+ self.alpha = oldself.alpha;
self.fade_time = oldself.fade_time;
self.fade_rate = oldself.fade_rate;
//self.weapon = oldself.weapon;
Drag_MoveDrag(oldself, self);
if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + self.clientcolors;
+ self.colormap = 1024 + oldself.clientcolors;
+
+ CSQCMODEL_AUTOINIT();
+ self.CopyBody_nextthink = oldself.nextthink;
+ self.CopyBody_think = oldself.think;
+ self.nextthink = time;
+ self.think = CopyBody_Think;
self = oldself;
}
self.anim_runbackwards = animfixfps(self, '14 1 1');
self.anim_strafeleft = animfixfps(self, '15 1 1');
self.anim_straferight = animfixfps(self, '16 1 1');
- self.anim_dead1 = animfixfps(self, '17 1 1');
- self.anim_dead2 = animfixfps(self, '18 1 1');
+ //self.anim_dead1 = animfixfps(self, '17 1 1');
+ //self.anim_dead2 = animfixfps(self, '18 1 1');
self.anim_forwardright = animfixfps(self, '19 1 1');
self.anim_forwardleft = animfixfps(self, '20 1 1');
self.anim_backright = animfixfps(self, '21 1 1');
updateanim(self.weaponentity);
if (self.deadflag != DEAD_NO)
- {
- if (time > self.animstate_endtime)
- {
- if (self.maxs_z > 5)
- {
- self.maxs_z = 5;
- setsize(self, self.mins, self.maxs);
- }
- self.frame = self.dead_frame;
- }
return;
- }
if (!self.animstate_override)
{
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
+ if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
{
// don't use any animations as a gib
self.frame = 0;
- self.dead_frame = 0;
// view just above the floor
self.view_ofs = '0 0 4';
Violence_GibSplash(self, 1, 1, attacker);
- self.effects |= CSQCMODEL_EF_INVISIBLE;
+ self.alpha = -1;
self.solid = SOLID_NOT; // restore later
+ self.takedamage = DAMAGE_NO; // restore later
}
}
float valid_damage_for_weaponstats;
float excess;
- if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
+ if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
return;
dh = max(self.health, 0);
if(!g_freezetag)
{
// become fully visible
- self.alpha = 1;
+ self.alpha = default_player_alpha;
// throw a weapon
SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
}
float w;
w = DEATH_WEAPONOF(deathtype);
if(WEP_VALID(w))
- if(self.classname == "player")
- if(self != attacker)
+ if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;
if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
else
DropFlag(self.flagcarried, world, attacker);
}
- if(self.ballcarried && g_nexball)
- DropBall(self.ballcarried, self.origin, self.velocity);
Portal_ClearAllLater(self);
if(clienttype(self) == CLIENTTYPE_REAL)
if(!waves)
waves = autocvar_g_respawn_waves;
if(waves)
- self.death_time = ceil((time + sdelay) / waves) * waves;
+ self.respawn_time = ceil((time + sdelay) / waves) * waves;
else
- self.death_time = time + sdelay;
- if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
+ self.respawn_time = time + sdelay;
+ if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
self.respawn_countdown = 10; // first number to count down from is 10
else
self.respawn_countdown = -1; // do not count down
+ self.death_time = time;
if (random() < 0.5)
- {
setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
- self.dead_frame = self.anim_dead1_x;
- }
else
- {
setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
- self.dead_frame = self.anim_dead2_x;
+ if (self.maxs_z > 5)
+ {
+ self.maxs_z = 5;
+ setsize(self, self.mins, self.maxs);
}
// set damage function to corpse damage
self.event_damage = PlayerCorpseDamage;
flood = 1;
}
- if (timeoutStatus == 2) //when game is paused, no flood protection
+ if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
source.flood_field = flood = 0;
}
if(!privatesay)
if(source.classname != "player")
{
- if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
- teamsay = -1; // spectators
+ if not(intermission_running)
+ if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
+ teamsay = -1; // spectators
}
if(flood)
if(sourcemsgstr != "" && ret != 0)
{
- if(ret < 0) // fake
+ if(ret < 0) // faked message, because the player is muted
{
sprint(source, sourcemsgstr);
if(sourcecmsgstr != "" && !privatesay)
centerprint(source, sourcecmsgstr);
}
- else if(privatesay)
+ else if(privatesay) // private message, between 2 people only, not sent to server console
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
- else if(teamsay > 0)
+ else if(teamsay > 0) // team message, only sent to team mates
{
sprint(source, sourcemsgstr);
+ //print(msgstr); // send to server console too
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
FOR_EACH_REALPLAYER(head) if(head.team == source.team)
centerprint(head, cmsgstr);
}
}
- else if(teamsay < 0)
+ else if(teamsay < 0) // spectator message, only sent to spectators
{
sprint(source, sourcemsgstr);
+ //print(msgstr); // send to server console too
FOR_EACH_REALCLIENT(head) if(head.classname != "player")
if(head != source)
sprint(head, msgstr);
}
- else if(sourcemsgstr != msgstr)
+ else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
{
sprint(source, sourcemsgstr);
+ //print(msgstr); // send to server console too
FOR_EACH_REALCLIENT(head)
if(head != source)
sprint(head, msgstr);
}
else
- bprint(msgstr);
+ bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
}
return ret;