if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
+ if(this.monster_attack)
+ IL_REMOVE(g_monster_targets, this);
+ this.monster_attack = false;
STAT(HUD, this) = HUD_NORMAL;
TRANSMUTE(Observer, this);
this.iscreature = false;
this.strength_finished = 0;
this.invincible_finished = 0;
this.superweapons_finished = 0;
+ this.dphitcontentsmask = 0;
this.pushltime = 0;
this.istypefrag = 0;
setthink(this, func_null);
stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
+ stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
+
MUTATOR_CALLHOOK(FixClientCvars, e);
}
MUTATOR_CALLHOOK(ClientDisconnect, this);
if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
+ if (CS(this).weaponorder_byimpulse) strunzone(CS(this).weaponorder_byimpulse);
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
if (this.clientstatus) strunzone(this.clientstatus);
- if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
if (this.personal) delete(this.personal);
this.playerid = 0;
}
.int items_added;
+.string shootfromfixedorigin;
bool PlayerThink(entity this)
{
if (game_stopped || intermission_running) {
bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
if (have_hook) {
do_crouch = false;
- } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
- do_crouch = false;
+ //} else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+ //do_crouch = false;
} else if (this.vehicle) {
do_crouch = false;
} else if (STAT(FROZEN, this)) {
FixPlayermodel(this);
+ if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
+ this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
+ stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
+ }
+
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
}
if (IS_PLAYER(this)) {
+ if(this.death_time == time && IS_DEAD(this))
+ {
+ // player's bbox gets resized now, instead of in the damage event that killed the player,
+ // once all the damage events of this frame have been processed with normal size
+ this.maxs.z = 5;
+ setsize(this, this.mins, this.maxs);
+ }
DrownPlayer(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
store.impulse = this.impulse;
this.impulse = 0;
- store.button0 = this.button0;
- store.button2 = this.button2;
- store.button3 = this.button3;
+ bool typing = this.buttonchat;
+
+ store.button0 = (typing) ? 0 : this.button0;
+ //button1?!
+ store.button2 = (typing) ? 0 : this.button2;
+ store.button3 = (typing) ? 0 : this.button3;
store.button4 = this.button4;
- store.button5 = this.button5;
+ store.button5 = (typing) ? 0 : this.button5;
store.button6 = this.button6;
store.button7 = this.button7;
store.button8 = this.button8;
store.ping_movementloss = this.ping_movementloss;
store.v_angle = this.v_angle;
- store.movement = this.movement;
+ store.movement = (typing) ? '0 0 0' : this.movement;
+}
+
+NET_HANDLE(fpsreport, bool)
+{
+ int fps = ReadShort();
+ PlayerScore_Set(sender, SP_FPS, fps);
+ return true;
}