]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_cts.qc
Merge branch 'terencehill/hud_no_joypad_keys' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_cts.qc
index f05b53ce8cbc6998407f91ac71998a0d13c9a5bf..1584933063e2386780479cc319f9252fcaed254c 100644 (file)
@@ -96,12 +96,12 @@ void cts_EventLog(string mode, entity actor) // use an alias for easy changing a
                GameLogEcho(strcat(":cts:", mode, ":", ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
 }
 
-void KillIndicator_Think();
+void KillIndicator_Think(entity this);
 void CTS_ClientKill(entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
 {
     e.killindicator = spawn();
     e.killindicator.owner = e;
-    e.killindicator.think = KillIndicator_Think;
+    setthink(e.killindicator, KillIndicator_Think);
     e.killindicator.nextthink = time + (e.lip) * 0.05;
     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
     e.killindicator.health = 1; // this is used to indicate that it should be silent
@@ -214,7 +214,7 @@ MUTATOR_HOOKFUNCTION(cts, reset_map_global)
 
 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
 {SELFPARAM();
-       race_PreparePlayer();
+       race_PreparePlayer(this);
        self.race_checkpoint = -1;
 
        if(IS_REAL_CLIENT(self))
@@ -246,7 +246,7 @@ MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
        else
                self.frags = FRAGS_SPECTATOR;
 
-       race_PreparePlayer();
+       race_PreparePlayer(this);
        self.race_checkpoint = -1;
 
        return false;
@@ -256,7 +256,7 @@ MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
 {SELFPARAM();
        if(spawn_spot.target == "")
                // Emergency: this wasn't a real spawnpoint. Can this ever happen?
-               race_PreparePlayer();
+               race_PreparePlayer(this);
 
        // if we need to respawn, do it right
        self.race_respawn_checkpoint = self.race_checkpoint;
@@ -273,9 +273,9 @@ MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
        if(!gameover)
        {
                if(self.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
-                       race_PreparePlayer();
+                       race_PreparePlayer(this);
                else // respawn
-                       race_RetractPlayer();
+                       race_RetractPlayer(this);
 
                race_AbandonRaceCheck(self);
        }