self.animstate_endtime = oldself.animstate_endtime;
self.animstate_override = oldself.animstate_override;
self.animstate_looping = oldself.animstate_looping;
self.animstate_endtime = oldself.animstate_endtime;
self.animstate_override = oldself.animstate_override;
self.animstate_looping = oldself.animstate_looping;
self.pain_finished = oldself.pain_finished;
self.health = oldself.health;
self.armorvalue = oldself.armorvalue;
self.pain_finished = oldself.pain_finished;
self.health = oldself.health;
self.armorvalue = oldself.armorvalue;
self.fade_time = oldself.fade_time;
self.fade_rate = oldself.fade_rate;
//self.weapon = oldself.weapon;
self.fade_time = oldself.fade_time;
self.fade_rate = oldself.fade_rate;
//self.weapon = oldself.weapon;
Drag_MoveDrag(oldself, self);
if(self.colormap <= maxclients && self.colormap > 0)
Drag_MoveDrag(oldself, self);
if(self.colormap <= maxclients && self.colormap > 0)
self.anim_runbackwards = animfixfps(self, '14 1 1');
self.anim_strafeleft = animfixfps(self, '15 1 1');
self.anim_straferight = animfixfps(self, '16 1 1');
self.anim_runbackwards = animfixfps(self, '14 1 1');
self.anim_strafeleft = animfixfps(self, '15 1 1');
self.anim_straferight = animfixfps(self, '16 1 1');
- self.anim_dead1 = animfixfps(self, '17 1 1');
- self.anim_dead2 = animfixfps(self, '18 1 1');
+ //self.anim_dead1 = animfixfps(self, '17 1 1');
+ //self.anim_dead2 = animfixfps(self, '18 1 1');
self.anim_forwardright = animfixfps(self, '19 1 1');
self.anim_forwardleft = animfixfps(self, '20 1 1');
self.anim_backright = animfixfps(self, '21 1 1');
self.anim_forwardright = animfixfps(self, '19 1 1');
self.anim_forwardleft = animfixfps(self, '20 1 1');
self.anim_backright = animfixfps(self, '21 1 1');
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
// view just above the floor
self.view_ofs = '0 0 4';
Violence_GibSplash(self, 1, 1, attacker);
// view just above the floor
self.view_ofs = '0 0 4';
Violence_GibSplash(self, 1, 1, attacker);
- self.death_time = time + sdelay;
- if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
+ self.respawn_time = time + sdelay;
+ if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
self.respawn_countdown = 10; // first number to count down from is 10
else
self.respawn_countdown = -1; // do not count down
self.respawn_countdown = 10; // first number to count down from is 10
else
self.respawn_countdown = -1; // do not count down
setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
- if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
- teamsay = -1; // spectators
+ if not(intermission_running)
+ if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
+ teamsay = -1; // spectators
{
sprint(source, sourcemsgstr);
if(sourcecmsgstr != "" && !privatesay)
centerprint(source, sourcecmsgstr);
}
{
sprint(source, sourcemsgstr);
if(sourcecmsgstr != "" && !privatesay)
centerprint(source, sourcecmsgstr);
}
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
FOR_EACH_REALPLAYER(head) if(head.team == source.team)
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
FOR_EACH_REALPLAYER(head) if(head.team == source.team)