]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index d803602ad6ccd6c229e5b61ffa20f4dfc976b6ae..ebb9ec5285820f5e7ee5f396a36c01c33cf96b00 100644 (file)
@@ -168,6 +168,8 @@ void PutObserverInServer (void)
 
        Portal_ClearAll(self);
 
+       Unfreeze(self);
+
        if(self.alivetime)
        {
                if(!warmup_stage)
@@ -538,6 +540,9 @@ void PutClientInServer (void)
                self.event_damage = PlayerDamage;
 
                self.bot_attack = TRUE;
+               self.monster_attack = TRUE;
+               
+               self.spider_slowness = 0;
 
                self.statdraintime = time + 5;
                self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
@@ -583,6 +588,8 @@ void PutClientInServer (void)
                                self.target = s;
                        activator = world;
                self = oldself;
+               
+               Unfreeze(self);
 
                spawn_spot = spot;
                MUTATOR_CALLHOOK(PlayerSpawn);
@@ -933,7 +940,7 @@ void ClientKill (void)
 {
        if(gameover) return;
        if(self.player_blocked) return;
-       if(self.freezetag_frozen) return;
+       if(self.frozen) return;
 
        ClientKill_TeamChange(0);
 }
@@ -1283,6 +1290,8 @@ void ClientDisconnect (void)
        MUTATOR_CALLHOOK(ClientDisconnect);
 
        Portal_ClearAll(self);
+       
+       Unfreeze(self);
 
        RemoveGrapplingHook(self);
 
@@ -1600,10 +1609,10 @@ void player_regen (void)
        limita = limita * limit_mod;
        //limitf = limitf * limit_mod;
 
-       if(g_ca)
+       if(g_ca || g_invasion)
                rot_mod = 0;
 
-       if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
+       if (!g_minstagib && !g_ca && !g_invasion && (!g_lms || autocvar_g_lms_regenerate))
        {
                self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
                self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
@@ -1725,6 +1734,8 @@ void SpectateCopy(entity spectatee) {
        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);
@@ -2235,6 +2246,16 @@ void PlayerPreThink (void)
                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
@@ -2359,7 +2380,7 @@ void PlayerPreThink (void)
                        do_crouch = 0;
                if(self.vehicle)
                        do_crouch = 0;
-               if(self.freezetag_frozen)
+               if(self.frozen)
                        do_crouch = 0;
                if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
                        do_crouch = 0;
@@ -2419,6 +2440,9 @@ void PlayerPreThink (void)
                // secret status
                secrets_setstatus();
 
+               // monsters status
+               monsters_setstatus();
+
                self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
 
                //self.angles_y=self.v_angle_y + 90;   // temp