if(self.vehicle)
vehicles_exit(VHEF_RELESE);
- if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
-
WaypointSprite_PlayerDead();
if not(g_ca) // don't reset teams when moving a ca player to the spectators
self.classname = "observer";
self.iscreature = FALSE;
+ self.teleportable = TELEPORT_SIMPLE;
self.damagedbycontents = FALSE;
self.health = -666;
self.takedamage = DAMAGE_NO;
Called when a client spawns in the server
=============
*/
-//void() ctf_playerchanged;
void PutClientInServer (void)
{
self.classname = "player";
self.wasplayer = TRUE;
self.iscreature = TRUE;
+ self.teleportable = TELEPORT_NORMAL;
self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
} else if(self.classname == "observer") {
PutObserverInServer ();
}
-
- //if(g_ctf)
- // ctf_playerchanged();
}
.float ebouncefactor, ebouncestop; // electro's values
Called when a client connects to the server
=============
*/
-//void ctf_clientconnect();
string ColoredTeamName(float t);
void DecodeLevelParms (void);
//void dom_player_join_team(entity pl);
if(g_arena)
Spawnqueue_Insert(self);
}
- /*else if(g_ctf)
- {
- ctf_clientconnect();
- }*/
attach_entcs();
return;
sv_notice_join();
+
+ MUTATOR_CALLHOOK(ClientConnect);
}
/*
=============
Portal_ClearAll(self);
RemoveGrapplingHook(self);
- if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
// Here, everything has been done that requires this player to be a client.
self.flags |= FL_CLIENT | FL_NOTARGET;
}
-float ctf_usekey();
void PlayerUseKey()
{
if(self.classname != "player")
}
// a use key was pressed; call handlers
- if(ctf_usekey())
- return;
-
MUTATOR_CALLHOOK(PlayerUseKey);
}
=============
*/
.float usekeypressed;
-void() ctf_setstatus;
void() nexball_setstatus;
.float items_added;
void PlayerPreThink (void)
self.prevorigin = self.origin;
if (!self.vehicle)
- if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x) // prevent crouching if using melee attack
+ if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != self.anim_melee_x && !self.freezetag_frozen) // prevent crouching if using melee attack
{
if (!self.crouch)
{
if(frametime)
player_anim();
- if(g_ctf)
- ctf_setstatus();
-
if(g_nexball)
nexball_setstatus();