Fix some issues brought up in the tracker
authorMario <mario.mario@y7mail.com>
Wed, 23 Oct 2013 08:58:54 +0000 (19:58 +1100)
committerMario <mario.mario@y7mail.com>
Wed, 23 Oct 2013 08:58:54 +0000 (19:58 +1100)
defaultXonotic.cfg
qcsrc/server/cl_client.qc
qcsrc/server/cl_player.qc

index c084524..687f22a 100644 (file)
@@ -465,7 +465,7 @@ set g_spawn_furthest 1 "this amount of the spawns shall be far away from any pla
 set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
 // respawn delay
 set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again"
-set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
+set g_respawn_delay_max 0 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
 set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
 
 // overtime
index 24e8f5a..0c71bcc 100644 (file)
@@ -2308,7 +2308,7 @@ void PlayerPreThink (void)
                                
                                if (self.deadflag == DEAD_DYING)
                                {
-                                       if(self.respawn_flags & RESPAWN_FORCE && !autocvar_g_respawn_delay_max)
+                                       if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
                                                self.deadflag = DEAD_RESPAWNING;
                                        else if(!button_pressed)
                                                self.deadflag = DEAD_DEAD;
@@ -2317,7 +2317,7 @@ void PlayerPreThink (void)
                                {
                                        if(button_pressed)
                                                self.deadflag = DEAD_RESPAWNABLE;
-                                       else if(time >= self.respawn_time_max && self.respawn_flags & RESPAWN_FORCE)
+                                       else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
                                                self.deadflag = DEAD_RESPAWNING;
                                }
                                else if (self.deadflag == DEAD_RESPAWNABLE)
@@ -2339,7 +2339,7 @@ void PlayerPreThink (void)
 
                                if(self.respawn_flags & RESPAWN_SILENT)
                                        self.stat_respawn_time = 0;
-                               else if(self.respawn_flags & RESPAWN_FORCE && autocvar_g_respawn_delay_max)
+                               else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
                                        self.stat_respawn_time = self.respawn_time_max;
                                else
                                        self.stat_respawn_time = self.respawn_time;
index 4d62dc2..8818c30 100644 (file)
@@ -637,7 +637,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        self.respawn_time = ceil((time + sdelay) / waves) * waves;
                else
                        self.respawn_time = time + sdelay;
-               if(autocvar_g_respawn_delay_max > self.respawn_time)
+               if(autocvar_g_respawn_delay_max > sdelay)
                        self.respawn_time_max = time + autocvar_g_respawn_delay_max;
                else
                        self.respawn_time_max = self.respawn_time;