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SERVER: Better parameters for when to stop reviving a client
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parent
60d5c8f184
commit
2de12f6791
1 changed files with 13 additions and 10 deletions
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@ -718,7 +718,7 @@ void Parse_Damage () = // DO NOT TOUCH
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spawn_gibs(where);
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// Should the Zombie try and walk on?
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if (random() <= 0.01) {
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if (random() <= 0.05) {
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body_ent.bleedingtime = time + 2;
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} else {
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// Nah, he dead.
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@ -813,13 +813,8 @@ void Parse_Damage () = // DO NOT TOUCH
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else
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DamageHandler(body_ent,self, total_dmg, S_NORMAL);
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#ifndef PC
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body_ent.washit = 0;
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body_ent.hitamount = 0;
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#else
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ent.washit = 0;
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ent.hitamount = 0;
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#endif
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}
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ent = findfloat (ent, washit, 1);
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@ -2254,15 +2249,23 @@ void() CheckPlayer =
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{
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if(ent.classname == "player" && ent != self && ent.downed && !self.downed)
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{
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if (ent.beingrevived == false)
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// perform a trace to make sure they're always facing the revivee
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vector source;
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makevectors(self.angles);
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source = self.origin - '0 0 12';
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traceline(source, source + v_forward*50, 0, self);
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self.active_door = trace_ent;
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if (ent.beingrevived == false && self.active_door == ent)
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useprint (self, 13, 0, 0);
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if (self.button7 && !ent.invoke_revive) {
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if (self.button7 && !ent.invoke_revive && self.active_door == ent) {
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if (ent.beingrevived == true && ent.firer != self)
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return;
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// Broadcast that they're being revived
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BroadcastMessageToClient(ent, time + 0.1, 3, self.netname);
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BroadcastMessageToClient(ent, time + 2, 3, self.netname);
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ent.beingrevived = true;
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ent.firer = self;
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@ -2295,7 +2298,7 @@ void() CheckPlayer =
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addmoney(self, ent.requirespower, false);
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}
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}
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else if (!self.button7 && self.reviving) {
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else if ((!self.button7 && self.reviving) || (self.reviving && self.active_door != ent)) {
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ChangeReviveIconState(ent.electro_targeted, 1);
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self.movetype = MOVETYPE_WALK;
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ent.beingrevived = false;
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