]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
I have no idea why, but this fixes the mine layer.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 7e73ea345bda2ef874b5baaaf88b752250d743cc..db8bc4bfc94ec7b8bda49b0a2146bc58576348eb 100644 (file)
@@ -111,6 +111,7 @@ void CopyBody(float keepvelocity)
        self.enemy = oldself;
        self.lip = oldself.lip;
        self.colormap = oldself.colormap;
+       self.glowmod = oldself.glowmod;
        self.iscreature = oldself.iscreature;
        self.angles = oldself.angles;
        self.avelocity = oldself.avelocity;
@@ -142,6 +143,7 @@ void CopyBody(float keepvelocity)
        self.movetype = oldself.movetype;
        self.nextthink = oldself.nextthink;
        self.solid = oldself.solid;
+       self.ballistics_density = oldself.ballistics_density;
        self.takedamage = oldself.takedamage;
        self.think = oldself.think;
        self.customizeentityforclient = oldself.customizeentityforclient;
@@ -432,7 +434,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        else
                Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
 
-       if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
+       if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
                return;
 
        if (!g_minstagib)
@@ -621,6 +623,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                self.movetype = MOVETYPE_TOSS;
                // shootable corpse
                self.solid = SOLID_CORPSE;
+               self.ballistics_density = cvar("g_ballistics_density_corpse");
                // don't stick to the floor
                self.flags &~= FL_ONGROUND;
                // dying animation
@@ -657,7 +660,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                // call the corpse damage function just in case it wants to gib
                self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
                // set up to fade out later
-               SUB_SetFade (self, time + 12 + random () * 4, 1);
+               SUB_SetFade (self, time + 6 + random (), 1);
 
                // remove laserdot
                if(self.weaponentity)