diff --git a/reaction/game/g_active.c b/reaction/game/g_active.c index 30367765..773ff53c 100644 --- a/reaction/game/g_active.c +++ b/reaction/game/g_active.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.81 2002/06/23 19:27:52 niceass +// bandage bug fix +// // Revision 1.80 2002/06/19 18:13:57 jbravo // New TNG spawning system :) // @@ -657,7 +660,6 @@ void ClientTimerActions(gentity_t * ent, int msec) ent->client->bleed_remain = 0; ent->client->bleeding = 0; ent->client->bleedtick = 0; - ent->client->bleedBandageCount = 0; //Elder: moved from somewhere - err, g_cmds.c I think ent->client->ps.stats[STAT_RQ3] &= ~RQ3_LEGDAMAGE; // NiceAss: clear last player to hit you. diff --git a/reaction/game/g_cmds.c b/reaction/game/g_cmds.c index d7ba67e9..a9261c9e 100644 --- a/reaction/game/g_cmds.c +++ b/reaction/game/g_cmds.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.142 2002/06/23 19:27:18 niceass +// bandage bug fix +// // Revision 1.141 2002/06/23 15:22:53 slicer // Future 2.1 Matchmode Features - PART II // @@ -2283,8 +2286,6 @@ void Cmd_Bandage(gentity_t * ent) ent->client->ps.weaponTime += BLEED_BANDAGE_TIME; ent->client->bleedtick = 4; - //Elder: added to track health to bleed off - ent->client->bleedBandageCount = BLEED_BANDAGE; } else { trap_SendServerCommand(ent - g_entities, va("print \"No need to bandage.\n\"")); } diff --git a/reaction/game/g_local.h b/reaction/game/g_local.h index cfc80dcf..5de6dd9a 100644 --- a/reaction/game/g_local.h +++ b/reaction/game/g_local.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.104 2002/06/23 19:25:11 niceass +// bandage bug fix +// // Revision 1.103 2002/06/23 19:12:17 slicer // More Matchmode work // @@ -612,7 +615,6 @@ struct gclient_s { //qboolean isBleeding; // Blaze: is client bleeding // int legDamage; // Blaze: Client has leg damage - holds number of hits too int bleedtick; // Blaze: Holds # of seconds till bleeding stops. - int bleedBandageCount; // Elder: hack to restrict amount of bleeding to 3 points int headShotTime; // Elder: got headshot? //Elder: server only needs to know for sniper spread - ARGH // int zoomed; // Hawkins (SSG zoom) diff --git a/reaction/game/rxn_game.c b/reaction/game/rxn_game.c index 8c15896c..d95de856 100644 --- a/reaction/game/rxn_game.c +++ b/reaction/game/rxn_game.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.15 2002/06/23 19:24:19 niceass +// bandage bug fix +// // Revision 1.14 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // @@ -52,20 +55,7 @@ void CheckBleeding(gentity_t * targ) if (targ->client->bleed_remain >= realBleedTime) { //G_Printf("Bleed Remain: %i Server Time: %i\n", targ->client->bleed_remain, level.time); // if ( (targ->client->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK && - if (targ->client->ps.weaponstate == WEAPON_BANDAGING && targ->client->bleedBandageCount < 1) { - //Elder: skip damage being dealt - //TODO: check bleed_remain again -- if it's > 11, then reset bleedBandageCount? - //That would probably remove the long-time AQ2 headshot bandage bug - } else { - targ->health -= damage; - } - - //Elder: hack to count off health so we only lose 6 health on a bandage - if (targ->client->ps.weaponstate == WEAPON_BANDAGING) { - //Start hack enforcement once we've ramped down to 1 health/second - if (targ->client->bleed_remain <= 10) - targ->client->bleedBandageCount--; - } + targ->health -= damage; if (targ->health <= 0) { player_die(targ, &g_entities[targ->client->lasthurt_client], @@ -93,53 +83,4 @@ void CheckBleeding(gentity_t * targ) void StartBandage(gentity_t * ent) { ent->client->bleeding = 0; -} - -/* - int damage; - int temp; - vec3_t norm; - VectorSet(norm, 0.0, 0.0, 0.0 ); - if ( !(ent->client->bleeding) || (ent->health <= 0) ) - { - return; - } - - temp = (int)(ent->client->bleeding * .2); - ent->client->bleeding -= temp; - if ( temp <= 0 ) - temp = 1; - ent->client->bleed_remain += temp; - damage = (int)(ent->client->bleed_remain/realBleedTime); - if ( ent->client->bleed_remain >= realBleedTime ) - { - ent->health -= damage; - if ( damage > 1 ) - { - // action doens't do this - //ent->client->damage_blood += damage; // for feedback - } - if ( ent->health <= 0 ) - { - meansOfDeath = ent->client->attacker_mod; - locOfDeath = ent->client->attacker_loc; - Killed(ent, ent->client->attacker, ent->client->attacker, damage, ent->s.origin); - } - else - { - ent->client->bleed_remain %= realBleedTime; - } - if (ent->client->bleeddelay <= level.time) - { - vec3_t pos; - ent->client->bleeddelay = level.time + 2; // 2 seconds - VectorAdd(ent->client->bleedloc_offset, ent->absmax, pos); - //gi.cprintf(ent, PRINT_HIGH, "Bleeding now.\n"); - EjectBlooder(ent, pos, pos); - - // do bleeding - - } - - } -*/ +} \ No newline at end of file