]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/race.qc
fix some of the defrag compat code, start with the shotgun only in CTS
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / race.qc
index 80a379aa1f806090f170ceb4586d738cb19d06c9..80072a7361e87f003f3c75fa167a539ec1d7d30e 100644 (file)
@@ -308,7 +308,7 @@ void race_SendTime(entity e, float cp, float t, float tvalid)
                                        race_setTime(GetMapname(), t, e.crypto_idfp, e.netname, e);
                                        if(g_cts && autocvar_g_cts_finish_kill_delay)
                                        {
-                                               CTS_ClientKill(autocvar_g_cts_finish_kill_delay);
+                                               CTS_ClientKill(e);
                                        }
                                }
                                if(t < recordtime || recordtime == 0)
@@ -742,15 +742,25 @@ void trigger_race_checkpoint_verify()
                for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
                        for(targ = world; (targ = find(targ, targetname, trigger.target)); )
                                if (targ.classname == "target_checkpoint" || targ.classname == "target_startTimer" || targ.classname == "target_stopTimer") {
-                                       targ.wait = -2;
+                                       trigger.wait = 0;
+                                       trigger.delay = 0;
+                                       targ.wait = 0;
                                        targ.delay = 0;
 
-                                       setsize(targ, trigger.mins, trigger.maxs);
-                                       setorigin(targ, trigger.origin);
+                    // These just make the game crash on some maps with oddly shaped triggers. 
+                    // (on the other hand they used to fix the case when two players ran through a checkpoint at once, 
+                    // and often one of them just passed through without being registered. Hope it's fixed  in a better way now.
+                    // (happened on item triggers too)
+                    //
+                                       //targ.wait = -2;
+                                       //targ.delay = 0;
+
+                                       //setsize(targ, trigger.mins, trigger.maxs);
+                                       //setorigin(targ, trigger.origin);
                                        //remove(trigger);
                                }
        }
-       remove(self);
+       //remove(self);
        self = oldself;
 }