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https://github.com/ReactionQuake3/reaction.git
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Case carrier glowing removed. Ignorenum bug fixed
This commit is contained in:
parent
5ba05f73f6
commit
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4 changed files with 54 additions and 36 deletions
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@ -28,6 +28,9 @@
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* Added the dynamic radio system
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* Hacked the bufferedsound system so radio sound overlap less
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* No rcon stuff command alowed in matchmode
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* Ignorenum bug (ignoring player no. 0) fixed
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* Case carrier glowing removed.
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# List fixes here for the 2.1 release
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.42 2002/08/07 16:13:33 jbravo
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// Case carrier glowing removed. Ignorenum bug fixed
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//
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// Revision 1.41 2002/07/22 06:30:52 niceass
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// cleaned up the powerup code
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//
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@ -2071,6 +2074,9 @@ static void CG_PlayerPowerups(centity_t * cent, refEntity_t * torso)
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int powerups;
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clientInfo_t *ci;
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// JBravo: no glowing stuff in CTB
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return;
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powerups = cent->currentState.powerups;
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if (!powerups) {
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return;
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.115 2002/08/07 16:13:33 jbravo
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// Case carrier glowing removed. Ignorenum bug fixed
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//
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// Revision 1.114 2002/08/03 06:52:35 jbravo
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// Fixed the plost3 sound in all radiopaks and now damage is only tracked for
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// players you hit that are not on your team
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@ -342,37 +345,6 @@ void TossClientItems(gentity_t * self)
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// drop the weapon if not a gauntlet or machinegun
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weapon = self->s.weapon;
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// make a special check to see if they are changing to a new
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// weapon that isn't the mg or gauntlet. Without this, a client
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// can pick up a weapon, be killed, and not drop the weapon because
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// their weapon change hasn't completed yet and they are still holding the MG.
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//Blaze: No need to worry about the machinegun here so I removed weapon == WP_MACHINEGUN || or grappling hook so I removed this too
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/*
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if ( weapon == WP_GRAPPLING_HOOK ) {
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if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
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weapon = self->client->pers.cmd.weapon;
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}
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if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
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weapon = WP_NONE;
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}
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}
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*/
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//Blaze: dont need this check as we will be dropping everyhing, but just changed WP_MACHINEGUN to WP_PISTOL just in case, also removed grappling hook check
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//Elder:
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//don't drop akimbos (maybe drop another pistol), knives, or grenades
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//and don't drop knife - that's handled later
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//Maybe we should check the player's weapon inventory instead
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/*
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if ( weapon != WP_GRENADE && weapon != WP_AKIMBO &&
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weapon != WP_KNIFE && weapon > WP_PISTOL && self->client->ps.ammo[ weapon ] ) {
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// find the item type for this weapon
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item = BG_FindItemForWeapon( weapon );
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// spawn the item
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Drop_Item( self, item, 0 );
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}
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*/
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//Elder: run through player STAT_WEAPONS and drop any unique weapons
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//That way, we can also account for servers with extra weapons
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//BTW, that means no cheating to get all weapons or it'll spawn mad!!
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@ -1232,7 +1204,7 @@ void player_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, i
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// Elder: Statistics tracking
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//Blaze: make sure the game is in progress before recording stats
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if (level.team_round_going) {
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if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
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switch (meansOfDeath) {
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case MOD_KNIFE:
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if (attacker && attacker->client)
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@ -1296,7 +1268,7 @@ void player_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, i
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}
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}
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self->enemy = attacker;
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if (level.team_round_going) {
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if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
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//Makro - crash bug fix
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if ((self->client != NULL) && (attacker->client != NULL)) {
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self->client->ps.persistant[PERS_KILLED]++;
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@ -1393,7 +1365,7 @@ void player_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, i
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// Unless we are in teamplay
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if (meansOfDeath == MOD_SUICIDE) {
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// Elder: Statistics tracking
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if (level.team_round_going) {
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if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
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self->client->pers.records[REC_SUICIDES]++;
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self->client->pers.records[REC_KILLS]--;
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.128 2002/08/07 16:13:33 jbravo
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// Case carrier glowing removed. Ignorenum bug fixed
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//
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// Revision 1.127 2002/08/07 03:49:44 jbravo
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// No rcon stuff use allowed in matchmode
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//
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@ -1038,7 +1041,39 @@ void RQ3_Cmd_Choose_f(gentity_t * ent)
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}
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}
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/* Drop weapon or Item ala. AQ */
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/* Drop weapon, Item or case ala. AQ */
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void Cmd_Dropcase_f(gentity_t * ent)
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{
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gitem_t *item;
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if (!ent->client)
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return;
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if (!ent->client->ps.powerups[PW_REDFLAG] && !ent->client->ps.powerups[PW_BLUEFLAG]) {
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trap_SendServerCommand(ent - g_entities, va("print \"Go get the enemy case and try again.\n\""));
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return;
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}
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item = NULL;
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if (ent->client->sess.sessionTeam == TEAM_RED) {
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item = BG_FindItemForPowerup(PW_BLUEFLAG);
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if (item) {
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ent->client->ps.powerups[PW_BLUEFLAG] = 0;
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dropWeapon(ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM);
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ent->client->uniqueItems--;
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}
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} else if (ent->client->sess.sessionTeam == TEAM_BLUE) {
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item = BG_FindItemForPowerup(PW_REDFLAG);
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if (item) {
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ent->client->ps.powerups[PW_REDFLAG] = 0;
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dropWeapon(ent, item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM);
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ent->client->uniqueItems--;
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}
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} else {
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trap_SendServerCommand(ent - g_entities, va("print \"Huh? You dont have a flag to drop!\n\""));
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}
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}
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void RQ3_Cmd_Drop_f(gentity_t * ent)
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{
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char cmd[MAX_TOKEN_CHARS];
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Cmd_DropItem_f(ent);
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} else if (Q_stricmp(cmd, "weapon") == 0) {
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Cmd_DropWeapon_f(ent);
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} else if (Q_stricmp(cmd, "case") == 0) {
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Cmd_Dropcase_f(ent);
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} else {
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trap_SendServerCommand(ent - g_entities, va("print \"unknown item: %s\n\"", cmd));
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}
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@ -2434,7 +2471,7 @@ void Cmd_Ignorenum_f(gentity_t * self)
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trap_Argv(1, arg, sizeof(arg));
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i = atoi(arg);
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if (i && i <= level.maxclients) {
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if (i <= level.maxclients) {
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target = &g_entities[i];
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if (target && target->client && target != self && target->inuse)
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RQ3_AddOrDelIgnoreSubject(self, target, qfalse);
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