diff --git a/game/Player.cpp b/game/Player.cpp index c784082..f12d468 100644 --- a/game/Player.cpp +++ b/game/Player.cpp @@ -1199,6 +1199,7 @@ idPlayer::idPlayer() { noclip = false; godmode = false; + telishield = 0; //added Revility 2018 for shield spells, player taking no damage //ivan start animMoveNoGravity = false; animMoveType = ANIMMOVE_NONE; @@ -8211,15 +8212,16 @@ void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const } } - /* - ////REVILITY START. THIS REDUCES DAMAGE WHILE STAMINA IS RUNNING - if ( (usercmd.buttons & BUTTON_RUN) && stamina > 0 ) { + + ////REVILITY 2018 start. No damage while the telishield key is greater than 0 + telishield = spawnArgs.GetInt( "telishield" ); + if ( telishield > 0 ) { damage = 0; //damage *= damageDef->GetFloat( "selfDamageScale", "0.5" ); //the above line is useful for reducing a specific % of damage. } ////REVILITY END - */ + // inform the attacker that they hit someone attacker->DamageFeedback( this, inflictor, damage ); @@ -8885,12 +8887,12 @@ void idPlayer::CalculateFirstPersonView( void ) { idAngles ang; ang = viewBobAngles + playerView.AngleOffset(); - ang.yaw += viewAxis[ 0 ].ToYaw(); + ang.yaw += viewAxis[ 180 ].ToYaw(); - jointHandle_t joint = animator.GetJointHandle( "camera" ); + jointHandle_t joint = animator.GetJointHandle( "SHOTGUN_ATTACHER" ); //now set to an actual joint on the player model Revility 2018. This moves the line to draw the crosshair closer to the weapon. animator.GetJointTransform( joint, gameLocal.time, origin, axis ); firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob; - firstPersonViewAxis = axis * ang.ToMat3() * physicsObj.GetGravityAxis(); + firstPersonViewAxis = renderView->viewaxis; //changed to the axis of the camera and not the bone. Revility 2018 } else { // offset for local bobbing and kicks GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );