X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_client.qc;h=70811e6fec603969a4a5f5751dbedfb461d0f273;hb=d820bc6acfe936141e2fc15d0d3bbcf98ad278ab;hp=72011d4790e57d0f14a89a1adf962f8a08d47739;hpb=6c700d7d57ad06ce680ae8b0a21da942f4e5398e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_client.qc b/qcsrc/server/cl_client.qc index 72011d479..70811e6fe 100644 --- a/qcsrc/server/cl_client.qc +++ b/qcsrc/server/cl_client.qc @@ -1425,7 +1425,7 @@ void player_powerups (void) self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST); - if(self.alpha < 0 || self.deadflag) // don't apply the flags if the player is gibbed + if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed return; Fire_ApplyDamage(self); @@ -1524,15 +1524,6 @@ void player_powerups (void) if(autocvar_g_fullbrightplayers) self.effects = self.effects | EF_FULLBRIGHT; - // midair gamemode: damage only while in the air - // if in midair mode, being on ground grants temporary invulnerability - // (this is so that multishot weapon don't clear the ground flag on the - // first damage in the frame, leaving the player vulnerable to the - // remaining hits in the same frame) - if (self.flags & FL_ONGROUND) - if (g_midair) - self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime); - if (time >= game_starttime) if (time < self.spawnshieldtime) self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT); @@ -1735,6 +1726,8 @@ void SpectateCopy(entity spectatee) { self.dmg_inflictor = spectatee.dmg_inflictor; self.v_angle = spectatee.v_angle; self.angles = spectatee.v_angle; + self.frozen = spectatee.frozen; + self.revive_progress = spectatee.revive_progress; if(!self.BUTTON_USE) self.fixangle = TRUE; setorigin(self, spectatee.origin); @@ -2372,8 +2365,6 @@ void PlayerPreThink (void) float do_crouch = self.BUTTON_CROUCH; if(self.hook.state) do_crouch = 0; - if(self.health <= g_bloodloss) - do_crouch = 1; if(self.vehicle) do_crouch = 0; if(self.frozen) @@ -2405,15 +2396,6 @@ void PlayerPreThink (void) } } - if(self.health <= g_bloodloss && self.deadflag == DEAD_NO) - { - if(self.bloodloss_timer < time) - { - self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0'); - self.bloodloss_timer = time + 0.5 + random() * 0.5; - } - } - FixPlayermodel(); GrapplingHookFrame(); @@ -2441,9 +2423,6 @@ void PlayerPreThink (void) if(frametime) player_anim(); - - if(g_nexball) - nexball_setstatus(); // secret status secrets_setstatus();