SERVER: Better parameters for when to stop reviving a client

This commit is contained in:
Steam Deck User 2023-01-31 15:46:59 -05:00
parent 60d5c8f184
commit 2de12f6791
1 changed files with 13 additions and 10 deletions

View File

@ -718,7 +718,7 @@ void Parse_Damage () = // DO NOT TOUCH
spawn_gibs(where);
// Should the Zombie try and walk on?
if (random() <= 0.01) {
if (random() <= 0.05) {
body_ent.bleedingtime = time + 2;
} else {
// Nah, he dead.
@ -813,13 +813,8 @@ void Parse_Damage () = // DO NOT TOUCH
else
DamageHandler(body_ent,self, total_dmg, S_NORMAL);
#ifndef PC
body_ent.washit = 0;
body_ent.hitamount = 0;
#else
ent.washit = 0;
ent.hitamount = 0;
#endif
}
ent = findfloat (ent, washit, 1);
@ -2254,15 +2249,23 @@ void() CheckPlayer =
{
if(ent.classname == "player" && ent != self && ent.downed && !self.downed)
{
if (ent.beingrevived == false)
// perform a trace to make sure they're always facing the revivee
vector source;
makevectors(self.angles);
source = self.origin - '0 0 12';
traceline(source, source + v_forward*50, 0, self);
self.active_door = trace_ent;
if (ent.beingrevived == false && self.active_door == ent)
useprint (self, 13, 0, 0);
if (self.button7 && !ent.invoke_revive) {
if (self.button7 && !ent.invoke_revive && self.active_door == ent) {
if (ent.beingrevived == true && ent.firer != self)
return;
// Broadcast that they're being revived
BroadcastMessageToClient(ent, time + 0.1, 3, self.netname);
BroadcastMessageToClient(ent, time + 2, 3, self.netname);
ent.beingrevived = true;
ent.firer = self;
@ -2295,7 +2298,7 @@ void() CheckPlayer =
addmoney(self, ent.requirespower, false);
}
}
else if (!self.button7 && self.reviving) {
else if ((!self.button7 && self.reviving) || (self.reviving && self.active_door != ent)) {
ChangeReviveIconState(ent.electro_targeted, 1);
self.movetype = MOVETYPE_WALK;
ent.beingrevived = false;