#include "../common/wepent.qh"
#include <common/state.qh>
+#include "compat/quake3.qh"
+
#include <common/effects/qc/globalsound.qh>
#include "../common/mapobjects/func/conveyor.qh"
#include "../common/mapobjects/teleporters.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
+#include <common/mapobjects/trigger/counter.qh>
#include "../common/vehicles/all.qh"
RemoveGrapplingHooks(this);
Portal_ClearAll(this);
- Unfreeze(this);
+ Unfreeze(this, false);
SetSpectatee(this, NULL);
if (this.alivetime)
this.strength_finished = 0;
this.invincible_finished = 0;
this.superweapons_finished = 0;
- this.dphitcontentsmask = 0;
+ //this.dphitcontentsmask = 0;
+ this.dphitcontentsmask = DPCONTENTS_SOLID;
+ if (autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
this.pushltime = 0;
this.istypefrag = 0;
setthink(this, func_null);
this.speedrunning = false;
+ this.counter_cnt = 0;
+ this.fragsfilter_cnt = 0;
+
target_voicescript_clear(this);
// reset fields the weapons may use
});
{
- string s = spot.target;
- spot.target = string_null;
+ //string s = spot.target;
+ //spot.target = string_null;
SUB_UseTargets(spot, this, NULL);
- spot.target = s;
+ //spot.target = s;
}
- Unfreeze(this);
+ Unfreeze(this, false);
MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
Portal_ClearAll(this);
- Unfreeze(this);
+ Unfreeze(this, false);
RemoveGrapplingHooks(this);
if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
{
this.items = this.items | IT_SUPERWEAPON;
- if(!g_cts)
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+ if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
+ {
+ if(!g_cts)
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+ }
}
else
{
keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
- keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
+ keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
CS(this).pressedkeys = keys; // store for other users
if(IS_PLAYER(this))
{
- if (STAT(FROZEN, this) == 2)
+ if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
{
STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
if (STAT(REVIVE_PROGRESS, this) >= 1)
- Unfreeze(this);
+ Unfreeze(this, false);
}
- else if (STAT(FROZEN, this) == 3)
+ else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
{
STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
else if (STAT(REVIVE_PROGRESS, this) <= 0)
- Unfreeze(this);
+ Unfreeze(this, false);
}
}