]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
bring death glow back, fix issues with respawning
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index f67ac1be93cc229ee162d688e5f08a49fe9949ad..75f1c076b9312953d1a0fa84b6d01634257cd625 100644 (file)
@@ -166,8 +166,8 @@ void CopyBody(float keepvelocity)
        self.animstate_endtime = oldself.animstate_endtime;
        self.animstate_override = oldself.animstate_override;
        self.animstate_looping = oldself.animstate_looping;
+       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;
@@ -186,6 +186,7 @@ void CopyBody(float keepvelocity)
        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;
@@ -197,7 +198,7 @@ void CopyBody(float keepvelocity)
        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;
@@ -239,8 +240,8 @@ void player_setupanimsformodel()
        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');
@@ -265,18 +266,7 @@ void player_anim (void)
                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)
        {
@@ -420,16 +410,15 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
        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
        }
 }
@@ -669,7 +658,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                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);
                }
@@ -770,22 +759,22 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                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;