X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_client.qc;h=781836469bf40192a2941adfe7017857784c0ee6;hp=f7764c07e82ff1a84b95f99b9661047f810f5d6d;hb=2c022461b9a9a44b84dbf8fd1b8b3063b5160141;hpb=76ab057393d10df6fc379a9f8cc67b31b7a54e4c diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index f7764c07e8..781836469b 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -1987,6 +1987,9 @@ string getTimeoutText(float addOneSecond) { void player_powerups (void) { + // add a way to see what the items were BEFORE all of these checks for the mutator hook + olditems = self.items; + if((self.items & IT_USING_JETPACK) && !self.deadflag) { SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, cvar("g_jetpack_attenuation")); @@ -2049,64 +2052,67 @@ void player_powerups (void) sprint(self, "^3You are on speed\n"); } } - return; } - - if (self.items & IT_STRENGTH) + else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty. { - play_countdown(self.strength_finished, "misc/poweroff.wav"); - self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT); - if (time > self.strength_finished && cvar("g_balance_powerup_timer")) + if (self.items & IT_STRENGTH) { - self.items = self.items - (self.items & IT_STRENGTH); - sprint(self, "^3Strength has worn off\n"); + play_countdown(self.strength_finished, "misc/poweroff.wav"); + self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT); + if (time > self.strength_finished && cvar("g_balance_powerup_timer")) + { + self.items = self.items - (self.items & IT_STRENGTH); + sprint(self, "^3Strength has worn off\n"); + } } - } - else - { - if (time < self.strength_finished) + else { - self.items = self.items | IT_STRENGTH; - sprint(self, "^3Strength infuses your weapons with devastating power\n"); + if (time < self.strength_finished) + { + self.items = self.items | IT_STRENGTH; + sprint(self, "^3Strength infuses your weapons with devastating power\n"); + } } - } - if (self.items & IT_INVINCIBLE) - { - play_countdown(self.invincible_finished, "misc/poweroff.wav"); - self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT); - if (time > self.invincible_finished && cvar("g_balance_powerup_timer")) + if (self.items & IT_INVINCIBLE) { - self.items = self.items - (self.items & IT_INVINCIBLE); - sprint(self, "^3Shield has worn off\n"); + play_countdown(self.invincible_finished, "misc/poweroff.wav"); + self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT); + if (time > self.invincible_finished && cvar("g_balance_powerup_timer")) + { + self.items = self.items - (self.items & IT_INVINCIBLE); + sprint(self, "^3Shield has worn off\n"); + } } - } - else - { - if (time < self.invincible_finished) + else { - self.items = self.items | IT_INVINCIBLE; - sprint(self, "^3Shield surrounds you\n"); + if (time < self.invincible_finished) + { + self.items = self.items | IT_INVINCIBLE; + sprint(self, "^3Shield surrounds you\n"); + } } - } - if(cvar("g_nodepthtestplayers")) - self.effects = self.effects | EF_NODEPTHTEST; + if(cvar("g_nodepthtestplayers")) + self.effects = self.effects | EF_NODEPTHTEST; - if(cvar("g_fullbrightplayers")) - self.effects = self.effects | EF_FULLBRIGHT; + if(cvar("g_fullbrightplayers")) + self.effects = self.effects | EF_FULLBRIGHT; - // midair gamemode: damage only while in the air - // if in midair mode, being on ground grants temporary invulnerability - // (this is so that multishot weapon don't clear the ground flag on the - // first damage in the frame, leaving the player vulnerable to the - // remaining hits in the same frame) - if (self.flags & FL_ONGROUND) - if (g_midair) - self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime")); + // midair gamemode: damage only while in the air + // if in midair mode, being on ground grants temporary invulnerability + // (this is so that multishot weapon don't clear the ground flag on the + // first damage in the frame, leaving the player vulnerable to the + // remaining hits in the same frame) + if (self.flags & FL_ONGROUND) + if (g_midair) + self.spawnshieldtime = max(self.spawnshieldtime, time + cvar("g_midair_shieldtime")); - if (time >= game_starttime) - if (time < self.spawnshieldtime) - self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); + if (time >= game_starttime) + if (time < self.spawnshieldtime) + self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); + } + + MUTATOR_CALLHOOK(PlayerPowerups); } float CalcRegen(float current, float stable, float regenfactor, float regenframetime)