accuracy_resend(self);
self.spectatortime = time;
-
+
self.classname = "observer";
self.iscreature = FALSE;
self.health = -666;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
- self.movetype = MOVETYPE_NOCLIP;
+ self.movetype = (self.cvar_cl_noclipspectating ? MOVETYPE_NOCLIP : MOVETYPE_FLY);
self.flags = FL_CLIENT | FL_NOTARGET;
self.armorvalue = 666;
self.effects = 0;
self.fixangle = TRUE;
self.crouch = FALSE;
- self.view_ofs = PL_VIEW_OFS;
+ self.view_ofs = '0 0 0'; // so that you can't go inside walls with MOVETYPE_FLY, previously "PL_VIEW_OFS" - for some reason this is diff from normal players
setorigin (self, spot.origin);
- setsize (self, '0 0 0', '0 0 0');
+ setsize (self, '-16 -16 -24', '16 16 24'); // so that you can't go inside walls with MOVETYPE_FLY
self.prevorigin = self.origin;
self.items = 0;
self.weapons = 0;
string ColoredTeamName(float t);
void DecodeLevelParms (void);
//void dom_player_join_team(entity pl);
+void set_dom_state(entity e);
void ClientConnect (void)
{
float t;
else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
send_CSQC_teamnagger();
+ if (g_domination)
+ set_dom_state(self);
+
CheatInitClient();
PlayerStats_AddPlayer(self);
+
+ self.shownames = spawn();
+ self.shownames.owner = self;
+ self.shownames.think = shownames_think;
+ self.shownames.nextthink = time;
+ self.shownames.customizeentityforclient = shownames_customize;
+ Net_LinkEntity(self.shownames, FALSE, 0, SendEntity_ShowNames);
}
/*
self.playerid = 0;
ReadyCount();
+ remove(self.shownames);
+
// free cvars
GetCvars(-1);
}
return; // the think tics
}
- if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
- UpdateSelectedPlayer();
-
//don't allow the player to turn around while game is paused!
if(timeoutStatus == 2) {
self.v_angle = self.lastV_angle;