Portal_ClearAll(self);
+ Unfreeze(self);
+
if(self.alivetime)
{
if(!warmup_stage)
self.angles_z = 0;
self.fixangle = TRUE;
self.crouch = FALSE;
+ self.revival_time = 0;
setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
self.prevorigin = self.origin;
self.punchvector = '0 0 0';
self.oldvelocity = self.velocity;
self.fire_endtime = -1;
+ self.event_damage = func_null;
}
.float model_randomizer;
self.punchvector = '0 0 0';
self.oldvelocity = self.velocity;
self.fire_endtime = -1;
+ self.revival_time = 0;
entity spawnevent = spawn();
spawnevent.owner = self;
Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
+ // Cut off any still running player sounds.
+ stopsound(self, CH_PLAYER_SINGLE);
+
self.model = "";
FixPlayermodel();
self.drawonlytoclient = world;
activator = world;
self = oldself;
+ Unfreeze(self);
+
spawn_spot = spot;
MUTATOR_CALLHOOK(PlayerSpawn);
if(self.killindicator_teamchange)
ClientKill_Now_TeamChange();
- // in any case:
- Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
+ if(IS_PLAYER(self))
+ Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
// now I am sure the player IS dead
}
{
if(gameover) return;
if(self.player_blocked) return;
- if(self.freezetag_frozen) return;
+ if(self.frozen) return;
ClientKill_TeamChange(0);
}
Portal_ClearAll(self);
+ Unfreeze(self);
+
RemoveGrapplingHook(self);
// Here, everything has been done that requires this player to be a client.
void player_regen (void)
{
+ float max_mod, regen_mod, rot_mod, limit_mod;
+ max_mod = regen_mod = rot_mod = limit_mod = 1;
+ regen_mod_max = max_mod;
+ regen_mod_regen = regen_mod;
+ regen_mod_rot = rot_mod;
+ regen_mod_limit = limit_mod;
if(!MUTATOR_CALLHOOK(PlayerRegen))
+ if(!self.frozen)
{
- float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
+ float minh, mina, maxh, maxa, limith, limita;
maxh = autocvar_g_balance_health_rotstable;
maxa = autocvar_g_balance_armor_rotstable;
minh = autocvar_g_balance_health_regenstable;
mina = autocvar_g_balance_armor_regenstable;
limith = autocvar_g_balance_health_limit;
limita = autocvar_g_balance_armor_limit;
-
- max_mod = regen_mod = rot_mod = limit_mod = 1;
+
+ max_mod = regen_mod_max;
+ regen_mod = regen_mod_regen;
+ rot_mod = regen_mod_rot;
+ limit_mod = regen_mod_limit;
maxh = maxh * max_mod;
minh = minh * max_mod;
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);
if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
{
self.classname = "player";
+ nades_RemoveBonus(self);
if(autocvar_g_campaign || autocvar_g_balance_teams)
{ JoinBestTeam(self, FALSE, TRUE); }
float currentlyPlaying = 0;
FOR_EACH_REALCLIENT(e)
- if(IS_PLAYER(e) || e.caplayer == 1)
+ if(IS_PLAYER(e) || e.caplayer)
currentlyPlaying += 1;
if(currentlyPlaying < autocvar_g_maxplayers)
* g_maxplayers_spectator_blocktime seconds
*/
void checkSpectatorBlock() {
- if(IS_SPEC(self) || IS_OBSERVER(self)) {
+ if(IS_SPEC(self) || IS_OBSERVER(self))
+ if(!self.caplayer)
+ if(IS_REAL_CLIENT(self))
+ {
if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
dropclient(self);
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 * start_health);
+ self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
+
+ if(self.revive_progress >= 1)
+ Unfreeze(self);
+ }
+ else if(self.frozen == 3)
+ {
+ self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
+ self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
+
+ if(self.health < 1)
+ {
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ }
+ else if ( self.revive_progress <= 0 )
+ 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
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;