void race_SendRankings(float pos, float prevpos, float del, float msg);
void send_CSQC_teamnagger() {
- WriteByte(0, SVC_TEMPENTITY);
- WriteByte(0, TE_CSQC_TEAMNAGGER);
-}
-
-void send_CSQC_cr_maxbullets(entity e) {
- msg_entity = e;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_CR_MAXBULLETS);
- WriteByte(MSG_ONE, autocvar_g_balance_campingrifle_magazinecapacity);
+ WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+ WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
}
void Announce(string snd) {
self.cnt = self.switchweapon;
self.weapon = 0;
+ self.wish_reload = 0;
+
if(!self.alivetime)
self.alivetime = time;
} else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_campingrifle_secondary); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
+ WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
{
// do nothing
}
- else if(g_freezetag && self.freezetag_frozen == 1)
+ else if(self.freezetag_frozen)
{
// do nothing
}
string ColoredTeamName(float t);
void DecodeLevelParms (void);
//void dom_player_join_team(entity pl);
+void set_dom_state(void);
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();
- send_CSQC_cr_maxbullets(self);
+ if (g_domination)
+ set_dom_state();
CheatInitClient();
self.modelflags &~= MF_ROCKET;
}
- self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
return;
}
if(!zoomstate_set)
- SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_CAMPINGRIFLE && autocvar_g_balance_campingrifle_secondary == 0));
+ SetZoomState(self.BUTTON_ZOOM || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_SNIPERRIFLE && autocvar_g_balance_sniperrifle_secondary == 0));
float oldspectatee_status;
oldspectatee_status = self.spectatee_status;