]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge branch 'master' into mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 1c4f220e2706ade1e7ee30cb5079cf3f0056698b..4118b5ea08ba670795bed6f79785f27a6342150b 100644 (file)
@@ -853,6 +853,7 @@ void PutClientInServer (void)
                self.event_damage = PlayerDamage;
 
                self.bot_attack = TRUE;
+               self.monster_attack = TRUE;
 
                self.statdraintime = time + 5;
                self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
@@ -907,6 +908,8 @@ void PutClientInServer (void)
                                self.target = s;
                        activator = world;
                self = oldself;
+               
+               Unfreeze(self);
 
                spawn_spot = spot;
                MUTATOR_CALLHOOK(PlayerSpawn);
@@ -2627,6 +2630,15 @@ void PlayerPreThink (void)
                return;
 #endif
 
+       if(self.frozen)
+       {
+               self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
+               self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
+
+               if(self.revive_progress >= 1)
+                       Unfreeze(self);
+       }
+
        MUTATOR_CALLHOOK(PlayerPreThink);
 
        if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
@@ -2793,7 +2805,7 @@ void PlayerPreThink (void)
                        do_crouch = 1;
                if(self.vehicle)
                        do_crouch = 0;
-               if(self.freezetag_frozen)
+               if(self.freezetag_frozen || self.frozen)
                        do_crouch = 0;
                if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
                        do_crouch = 0;
@@ -2865,6 +2877,9 @@ void PlayerPreThink (void)
                // secret status
                secrets_setstatus();
                
+               // monsters status
+               monsters_setstatus();
+               
                self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
 
                //self.angles_y=self.v_angle_y + 90;   // temp