Work around some quirks.
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parent
93b4b445a6
commit
c2f37acf7e
3 changed files with 15 additions and 5 deletions
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@ -27,7 +27,8 @@ void UI_MOTD_btnOK_Clicked( void ){
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if(!g_UI_MOTD_everClosed){
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UI_ChangeScreen(UI_SCREEN::BUYMENU);
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}else{
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UI_ChangeScreen(UI_SCREEN::NONE);
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//UI_ChangeScreen(UI_SCREEN::NONE);
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UI_MOTD_win.Hide();
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}
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}
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@ -37,7 +37,7 @@ TSMultiplayerRules::PlayerRequestRespawn(NSClientPlayer bp)
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player pl = (player)bp;
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entity oldSelf = self;
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if (pl.iState == 2 || bp.TimeSinceDeath() > 0.5f) {
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if (bp.TimeSinceDeath() > 0.5f) {
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if(pl.iState == PLAYER_STATE::SPAWNED) {
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PlayerRespawn(pl, pl.team);
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} else {
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@ -2206,10 +2206,19 @@ player::dropAmmo(void){
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void
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player::ProcessInput(void)
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{
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/* HACK: ugly workaround for some thing I cba to fix right now */
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if(iState == 2){
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if (input_buttons & 1) {
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/* have we not spawned yet? */
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if(iState != PLAYER_STATE::SPAWNED) {
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/* fire = respawn */
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if (input_buttons & INPUT_BUTTON0) {
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CGameRules rules = (CGameRules)g_grMode;
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/* want to spawn the first time, make us 'dead' so we can respawn */
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if (m_flDeathTime == 0.0) {
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health = 0.0f;
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m_flDeathTime = time;
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}
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/* same as normal */
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rules.PlayerRequestRespawn(this);
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return;
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}
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