X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_cts.qc;h=1584933063e2386780479cc319f9252fcaed254c;hb=3d4a324cc2e15c1eb99209674942506eb998e2ec;hp=f05b53ce8cbc6998407f91ac71998a0d13c9a5bf;hpb=f7a93f120afe7c93a10854ed186b95d7773f8bbf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator/gamemode_cts.qc b/qcsrc/server/mutators/mutator/gamemode_cts.qc index f05b53ce8..158493306 100644 --- a/qcsrc/server/mutators/mutator/gamemode_cts.qc +++ b/qcsrc/server/mutators/mutator/gamemode_cts.qc @@ -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); }