More spectatorfixes and finally stopped all fallingdamage anims and

sounds during LCA.
This commit is contained in:
Richard Allen 2002-02-27 01:54:29 +00:00
parent fcc69b27aa
commit 86b1f40473
5 changed files with 35 additions and 6 deletions

View file

@ -5,6 +5,10 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.57 2002/02/27 01:54:28 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA.
//
// Revision 1.56 2002/02/04 00:30:35 niceass
// New physics
//
@ -1158,6 +1162,11 @@ static void PM_CrashLand( void ) {
//float a, b, c, den;
int damage;
// JBravo: no falling at all during LCA in Teamplay
if (RQ3_lca.integer) {
return;
}
// decide which landing animation to use
if ( pm->ps->pm_flags & PMF_BACKWARDS_JUMP ) {
PM_ForceLegsAnim( LEGS_LANDB );

View file

@ -5,6 +5,10 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.57 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA.
//
// Revision 1.56 2002/02/26 02:58:47 jbravo
// Fixing the spectator_free mode not being predicted in the client.
//
@ -1531,8 +1535,7 @@ void ClientThink( int clientNum ) {
// JBravo: Take SPECTATOR_ZCAM into account
&& (ent->client->sess.sessionTeam != TEAM_SPECTATOR ||
(ent->client->sess.sessionTeam == TEAM_SPECTATOR &&
(ent->client->sess.spectatorState == SPECTATOR_FOLLOW ||
ent->client->sess.spectatorState == SPECTATOR_FREE)))
ent->client->sess.spectatorState != SPECTATOR_ZCAM))
#endif /* __ZCAM__ */
) {
ClientThink_real( ent );
@ -1547,8 +1550,7 @@ void G_RunClient( gentity_t *ent ) {
// JBravo: Take SPECTATOR_ZCAM into account
&& (ent->client->sess.sessionTeam != TEAM_SPECTATOR ||
(ent->client->sess.sessionTeam == TEAM_SPECTATOR &&
(ent->client->sess.spectatorState == SPECTATOR_FOLLOW ||
ent->client->sess.spectatorState == SPECTATOR_FREE)))
ent->client->sess.spectatorState != SPECTATOR_ZCAM))
#endif /* __ZCAM__ */
)
{

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@ -5,6 +5,10 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.40 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA.
//
// Revision 1.39 2002/02/26 21:59:10 jbravo
// Fixed death on switching teams while dead
//
@ -1202,6 +1206,8 @@ void ClientBegin( int clientNum ) {
// JBravo: if teamplay and the client has not been on teams, make them a spectator.
if ( g_gametype.integer == GT_TEAMPLAY && client->sess.savedTeam != TEAM_RED && client->sess.savedTeam != TEAM_BLUE ) {
client->sess.sessionTeam = TEAM_SPECTATOR;
client->ps.persistant[PERS_SAVEDTEAM] = TEAM_SPECTATOR;
client->ps.persistant[PERS_TEAM] = TEAM_SPECTATOR;
client->sess.spectatorState = SPECTATOR_FREE;
#ifdef __ZCAM__
client->camera->mode = CAMERA_MODE_SWING;

View file

@ -5,6 +5,10 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.60 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA.
//
// Revision 1.59 2002/02/26 21:59:10 jbravo
// Fixed death on switching teams while dead
//
@ -769,8 +773,11 @@ void SetTeam( gentity_t *ent, char *s )
client->sess.spectatorTime = level.time;
}
// JBravo: not messing with spec system in TP during teamswitches
if (g_gametype.integer != GT_TEAMPLAY) {
client->sess.spectatorState = specState;
client->sess.spectatorClient = specClient;
}
client->sess.teamLeader = qfalse;

View file

@ -5,6 +5,10 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.22 2002/02/27 01:54:29 jbravo
// More spectatorfixes and finally stopped all fallingdamage anims and
// sounds during LCA.
//
// Revision 1.21 2002/02/25 19:51:26 jbravo
// Fixed a bug that made it impossible to pick up special weapons when player
// had selected akimbos or knives
@ -505,6 +509,7 @@ void SpawnPlayers()
client->ps.persistant[PERS_TEAM] = TEAM_BLUE;
}
client->ps.stats[STAT_RQ3] &= ~RQ3_PLAYERSOLID;
client->sess.spectatorState = SPECTATOR_NOT;
ClientSpawn(player);
ClientUserinfoChanged(clientNum);
client->sess.teamSpawn = qfalse;