void IntermissionThink(entity this)
{
FixIntermissionClient(this);
- CSQCMODEL_AUTOUPDATE(this); // PlayerPostThink returns before calling this during intermission, so run it here
float server_screenshot = (autocvar_sv_autoscreenshot && this.cvar_cl_autoscreenshot);
float client_screenshot = (this.cvar_cl_autoscreenshot == 2);
e.autoscreenshot = time + 0.8; // used for autoscreenshot
e.health = -2342;
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
- e.solid = SOLID_NOT;
- set_movetype(e, MOVETYPE_NONE);
- e.takedamage = DAMAGE_NO;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
intermission_running = 1;
-// enforce a wait time before allowing changelevel
+ // enforce a wait time before allowing changelevel
if(player_count > 0)
intermission_exittime = time + autocvar_sv_mapchange_delay;
else
SetDefaultAlpha();
- if (gameover) // someone else quit the game already
+ if (intermission_running) // someone else quit the game already
{
if(player_count == 0) // Nobody there? Then let's go to the next map
MapVote_Start();