mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved. Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
This commit is contained in:
parent
3721771934
commit
259ae41774
25 changed files with 124 additions and 65 deletions
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@ -1425,6 +1425,7 @@ public:
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void DeleteAttachedLights();
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static void DeleteAllAttachedLights();
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static void RecreateAllAttachedLights();
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bool isFrozen();
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bool hasmodel;
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};
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@ -107,7 +107,7 @@ inline DVector3 AActor::Vec2OffsetZ(double dx, double dy, double atz, bool absol
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{
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return{ X() + dx, Y() + dy, atz };
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}
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else
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else
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{
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DVector2 v = Level->GetPortalOffsetPosition(X(), Y(), dx, dy);
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return DVector3(v, atz);
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@ -133,7 +133,7 @@ inline DVector3 AActor::Vec3Offset(double dx, double dy, double dz, bool absolut
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return { X() + dx, Y() + dy, Z() + dz };
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}
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else
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{
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{
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DVector2 v = Level->GetPortalOffsetPosition(X(), Y(), dx, dy);
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return DVector3(v, Z() + dz);
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}
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@ -151,8 +151,30 @@ inline DVector3 AActor::Vec3Angle(double length, DAngle angle, double dz, bool a
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return{ X() + length * angle.Cos(), Y() + length * angle.Sin(), Z() + dz };
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}
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else
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{
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{
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DVector2 v = Level->GetPortalOffsetPosition(X(), Y(), length*angle.Cos(), length*angle.Sin());
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return DVector3(v, Z() + dz);
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}
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}
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inline bool AActor::isFrozen()
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{
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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auto state = Level->isFrozen();
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if (state)
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{
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if (player == nullptr || player->Bot != nullptr) return true;
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// This is the only place in the entire game where the two freeze flags need different treatment.
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// The time freezer flag also freezes other players, the global setting does not.
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if ((state & 1) && player->timefreezer == 0)
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{
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return true;
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}
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}
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}
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return false;
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}
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@ -49,6 +49,7 @@
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#include "d_player.h"
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#include "w_wad.h"
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#include "vm.h"
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#include "g_levellocals.h"
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IMPLEMENT_CLASS(DBot, false, true)
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@ -137,7 +138,7 @@ void DBot::Tick ()
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{
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Super::Tick ();
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if (player->mo == nullptr || bglobal.freeze)
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if (player->mo == nullptr || Level->isFrozen())
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{
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return;
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}
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@ -116,7 +116,7 @@ public:
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void ClearPlayer (int playernum, bool keepTeam);
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//(b_game.cpp)
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void Main ();
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void Main (FLevelLocals *Level);
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void Init ();
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void End();
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bool SpawnBot (const char *name, int color = NOCOLOR);
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@ -129,7 +129,7 @@ FCajunMaster::~FCajunMaster()
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}
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//This function is called every tick (from g_game.c).
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void FCajunMaster::Main ()
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void FCajunMaster::Main(FLevelLocals *Level)
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{
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BotThinkCycles.Reset();
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@ -137,7 +137,7 @@ void FCajunMaster::Main ()
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return;
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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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if (wanted_botnum > botnum && !Level->isFrozen())
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{
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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{
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@ -1184,7 +1184,7 @@ void DDecalFader::Tick ()
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}
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else
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{
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if (Level->maptime < TimeToStartDecay || bglobal.freeze)
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if (Level->maptime < TimeToStartDecay || Level->isFrozen())
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{
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return;
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}
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@ -1271,7 +1271,7 @@ void DDecalStretcher::Tick ()
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Destroy ();
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return;
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}
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if (Level->maptime < TimeToStart || bglobal.freeze)
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if (Level->maptime < TimeToStart || Level->isFrozen())
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{
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return;
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}
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@ -1339,7 +1339,7 @@ void DDecalSlider::Tick ()
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Destroy ();
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return;
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}
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if (Level->maptime < TimeToStart || bglobal.freeze)
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if (Level->maptime < TimeToStart || Level->isFrozen())
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{
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return;
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}
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@ -1407,7 +1407,7 @@ void DDecalColorer::Tick ()
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}
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else
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{
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if (Level->maptime < TimeToStartDecay || bglobal.freeze)
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if (Level->maptime < TimeToStartDecay || Level->isFrozen())
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{
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return;
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}
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@ -1112,7 +1112,7 @@ void G_Ticker ()
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uint32_t rngsum = FRandom::StaticSumSeeds ();
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//Added by MC: For some of that bot stuff. The main bot function.
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bglobal.Main ();
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bglobal.Main (&level);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -369,6 +369,11 @@ public:
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return it.Next();
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}
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int isFrozen()
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{
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return frozenstate;
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}
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sector_t *PointInSector(const DVector2 &pos)
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{
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return P_PointInSector(pos);
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@ -497,6 +502,7 @@ public:
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bool FromSnapshot; // The current map was restored from a snapshot
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bool HasHeightSecs; // true if some Transfer_Heights effects are present in the map. If this is false, some checks in the renderer can be shortcut.
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bool HasDynamicLights; // Another render optimization for maps with no lights at all.
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uint8_t frozenstate;
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double teamdamage;
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@ -1198,7 +1198,7 @@ void GLSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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const auto &vp = di->Viewpoint;
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double timefrac = vp.TicFrac;
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if (paused || bglobal.freeze || (di->Level->flags2 & LEVEL2_FROZEN))
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if (paused || di->Level->isFrozen())
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timefrac = 0.;
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float xvf = (particle->Vel.X) * timefrac;
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float yvf = (particle->Vel.Y) * timefrac;
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@ -243,7 +243,7 @@ void P_ThinkParticles ()
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{
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particle = &Particles[i];
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i = particle->tnext;
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if (!particle->notimefreeze && ((bglobal.freeze) || (level.flags2 & LEVEL2_FROZEN)))
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if (!particle->notimefreeze && level.isFrozen())
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{
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prev = particle;
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continue;
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@ -3505,18 +3505,15 @@ void AActor::Tick ()
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// apply velocity
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// ensure that the actor is not linked into the blockmap
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if (!(flags5 & MF5_NOTIMEFREEZE))
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//Added by MC: Freeze mode.
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if (isFrozen())
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{
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//Added by MC: Freeze mode.
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if (bglobal.freeze || Level->flags2 & LEVEL2_FROZEN)
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// Boss cubes shouldn't be accelerated by timefreeze
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if (flags6 & MF6_BOSSCUBE)
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{
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// Boss cubes shouldn't be accelerated by timefreeze
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if (flags6 & MF6_BOSSCUBE)
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{
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special2++;
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}
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return;
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special2++;
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}
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return;
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}
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if (!Vel.isZero() || !(flags & MF_NOBLOCKMAP))
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@ -3555,27 +3552,16 @@ void AActor::Tick ()
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return;
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}
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if (!(flags5 & MF5_NOTIMEFREEZE))
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if (isFrozen())
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{
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// Boss cubes shouldn't be accelerated by timefreeze
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if (flags6 & MF6_BOSSCUBE)
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{
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special2++;
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}
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//Added by MC: Freeze mode.
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if (bglobal.freeze && !(player && player->Bot == NULL))
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{
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return;
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}
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// Apply freeze mode.
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if ((Level->flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
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{
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return;
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}
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return;
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}
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if (effects & FX_ROCKET)
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{
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if (++smokecounter == 4)
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@ -965,7 +965,8 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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("impactdecalcount", ImpactDecalCount)
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("scrolls", Scrolls)
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("automap", automap)
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("interpolator", interpolator);
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("interpolator", interpolator)
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("frozenstate", frozenstate);
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// Hub transitions must keep the current total time
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@ -978,6 +979,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
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sky2texture = skytexture2;
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R_InitSkyMap();
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AirControlChanged();
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bglobal.freeze = !!(frozenstate & 2);
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}
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Behaviors.SerializeModuleStates(arc);
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@ -99,6 +99,7 @@ void P_Ticker (void)
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{
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if (bglobal.changefreeze)
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{
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level.frozenstate ^= 2;
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bglobal.freeze ^= 1;
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bglobal.changefreeze = 0;
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}
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@ -134,8 +135,7 @@ void P_Ticker (void)
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P_ThinkParticles(); // [RH] make the particles think
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for (i = 0; i<MAXPLAYERS; i++)
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if (playeringame[i] &&
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/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].Bot != NULL))
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if (playeringame[i])
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P_PlayerThink (&players[i]);
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// [ZZ] call the WorldTick hook
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DThinker::RunThinkers ();
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//if added by MC: Freeze mode.
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if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN))
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if (!level.isFrozen())
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{
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P_UpdateSpecials (&level);
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P_RunEffects (); // [RH] Run particle effects
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}
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// for par times
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// for par times
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level.time++;
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level.maptime++;
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level.totaltime++;
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@ -1219,6 +1219,12 @@ void P_PlayerThink (player_t *player)
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I_Error ("No player %td start\n", player - players + 1);
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}
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// Bots do not think in freeze mode.
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if (player->mo->Level->isFrozen() && player->Bot != nullptr)
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{
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return;
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}
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if (debugfile && !(player->cheats & CF_PREDICTING))
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{
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fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
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@ -1682,7 +1688,7 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
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return
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gamestate == GS_TITLELEVEL ||
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player->cheats & CF_TOTALLYFROZEN ||
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((player->mo->Level->flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
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player->mo->isFrozen();
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}
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@ -35,7 +35,7 @@ EXTERN_CVAR(Int, gl_particles_style)
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void RenderPolyParticle::Render(PolyRenderThread *thread, particle_t *particle, subsector_t *sub, uint32_t stencilValue)
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{
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double timefrac = r_viewpoint.TicFrac;
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if (paused || bglobal.freeze || (PolyRenderer::Instance()->Level->flags2 & LEVEL2_FROZEN))
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if (paused || r_viewpoint.ViewLevel->isFrozen())
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timefrac = 0.;
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DVector3 pos = particle->Pos + (particle->Vel * timefrac);
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double psize = particle->size / 8.0;
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@ -229,7 +229,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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if (ConsoleState == c_up && menuactive != MENU_On && !level.isFrozen())
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{
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ticFraction = I_GetTimeFrac();
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}
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@ -2682,7 +2682,32 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec3Offset, Vec3Offset)
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ACTION_RETURN_VEC3(result);
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}
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static int isFrozen(FLevelLocals *self)
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{
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return self->isFrozen();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, isFrozen, isFrozen)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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return isFrozen(self);
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}
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void setFrozen(FLevelLocals *self, int on)
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{
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self->frozenstate = (self->frozenstate & ~1) | !!on;
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// For compatibility. The engine itself never checks this.
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if (on) self->flags2 |= LEVEL2_FROZEN;
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else self->flags2 &= ~LEVEL2_FROZEN;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, setFrozen, setFrozen)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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PARAM_BOOL(on);
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setFrozen(self, on);
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return 0;
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}
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//=====================================================================================
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//
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@ -2764,6 +2789,7 @@ DEFINE_FIELD(FLevelLocals, outsidefogdensity)
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DEFINE_FIELD(FLevelLocals, skyfog)
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DEFINE_FIELD(FLevelLocals, pixelstretch)
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DEFINE_FIELD(FLevelLocals, deathsequence)
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DEFINE_FIELD_BIT(FLevelLocals, flags, noinventorybar, LEVEL_NOINVENTORYBAR)
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DEFINE_FIELD_BIT(FLevelLocals, flags, monsterstelefrag, LEVEL_MONSTERSTELEFRAG)
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DEFINE_FIELD_BIT(FLevelLocals, flags, actownspecial, LEVEL_ACTOWNSPECIAL)
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@ -1654,6 +1654,18 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DCeilingHit, CheckFor3DCeilingHit
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static int isFrozen(AActor *self)
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{
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return self->isFrozen();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, isFrozen, isFrozen)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(isFrozen(self));
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}
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//===========================================================================
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//
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// PlayerPawn functions
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@ -79,7 +79,7 @@ namespace swrenderer
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sector_t* heightsec = NULL;
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double timefrac = r_viewpoint.TicFrac;
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if (paused || bglobal.freeze || (sector->Level->flags2 & LEVEL2_FROZEN))
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if (paused || r_viewpoint.ViewLevel->isFrozen())
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timefrac = 0.;
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double ippx = particle->Pos.X + particle->Vel.X * timefrac;
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@ -448,6 +448,7 @@ class Actor : Thinker native
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return sin(fb * (180./32)) * 8;
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}
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native bool isFrozen();
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virtual native void BeginPlay();
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virtual native void Activate(Actor activator);
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virtual native void Deactivate(Actor activator);
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@ -20,7 +20,6 @@ struct _ native // These are the global variables, the struct is only here to av
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native play uint gameaction;
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native readonly int gamestate;
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native readonly TextureID skyflatnum;
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native readonly uint8 globalfreeze;
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native readonly int consoleplayer;
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native readonly Font smallfont;
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native readonly Font smallfont2;
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@ -46,6 +45,7 @@ struct _ native // These are the global variables, the struct is only here to av
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native readonly Weapon WP_NOCHANGE;
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native int LocalViewPitch;
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native ui readonly LevelLocals currentUILevel;
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deprecated("3.8") native readonly bool globalfreeze;
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}
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@ -635,9 +635,9 @@ struct LevelLocals native
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native readonly Array<@Vertex> Vertexes;
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native internal Array<@SectorPortal> SectorPortals;
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deprecated("3.8") native readonly int time;
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native readonly int time;
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native readonly int maptime;
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deprecated("3.8") native readonly int totaltime;
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native readonly int totaltime;
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native readonly int starttime;
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native readonly int partime;
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native readonly int sucktime;
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@ -648,10 +648,10 @@ struct LevelLocals native
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native readonly String MapName;
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native String NextMap;
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native String NextSecretMap;
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deprecated("3.8") native readonly String F1Pic;
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native readonly String F1Pic;
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native readonly int maptype;
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deprecated("3.8") native readonly String Music;
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deprecated("3.8") native readonly int musicorder;
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native readonly String Music;
|
||||
native readonly int musicorder;
|
||||
native readonly TextureID skytexture1;
|
||||
native readonly TextureID skytexture2;
|
||||
native float skyspeed1;
|
||||
|
@ -678,7 +678,7 @@ struct LevelLocals native
|
|||
native readonly bool polygrind;
|
||||
native readonly bool nomonsters;
|
||||
native readonly bool allowrespawn;
|
||||
native bool frozen;
|
||||
deprecated("3.8") native bool frozen;
|
||||
native readonly bool infinite_flight;
|
||||
native readonly bool no_dlg_freeze;
|
||||
native readonly bool keepfullinventory;
|
||||
|
@ -711,6 +711,8 @@ struct LevelLocals native
|
|||
native void ReplaceTextures(String from, String to, int flags);
|
||||
native vector3, int PickDeathmatchStart();
|
||||
native vector3, int PickPlayerStart(int pnum, int flags = 0);
|
||||
native int isFrozen();
|
||||
native void setFrozen(bool on);
|
||||
|
||||
native static clearscope bool IsPointInMap(vector3 p);
|
||||
|
||||
|
|
|
@ -1531,7 +1531,7 @@ class PowerTimeFreezer : Powerup
|
|||
// Make sure the effect starts and ends on an even tic.
|
||||
if ((Level.maptime & 1) == 0)
|
||||
{
|
||||
level.frozen = true;;
|
||||
Level.SetFrozen(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1560,7 +1560,7 @@ class PowerTimeFreezer : Powerup
|
|||
// [RH] The "blinking" can't check against EffectTics exactly or it will
|
||||
// never happen, because InitEffect ensures that EffectTics will always
|
||||
// be odd when Level.maptime is even.
|
||||
Level.frozen = ( EffectTics > 4*32
|
||||
Level.SetFrozen ( EffectTics > 4*32
|
||||
|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
|
||||
|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
|
||||
|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
|
||||
|
@ -1598,7 +1598,7 @@ class PowerTimeFreezer : Powerup
|
|||
}
|
||||
|
||||
// No, so allow other actors to move about freely once again.
|
||||
level.frozen = false;
|
||||
Level.SetFrozen(false);
|
||||
|
||||
// Also, turn the music back on.
|
||||
S_ResumeSound(false);
|
||||
|
|
|
@ -50,14 +50,8 @@ class FastProjectile : Actor
|
|||
ClearInterpolation();
|
||||
double oldz = pos.Z;
|
||||
|
||||
if (!bNoTimeFreeze)
|
||||
{
|
||||
//Added by MC: Freeze mode.
|
||||
if (globalfreeze || level.Frozen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (isFrozen())
|
||||
return;
|
||||
|
||||
// [RH] Ripping is a little different than it was in Hexen
|
||||
FCheckPosition tm;
|
||||
|
|
|
@ -2765,7 +2765,7 @@ struct PlayerInfo native play // self is what internally is known as player_t
|
|||
return
|
||||
gamestate == GS_TITLELEVEL ||
|
||||
(cheats & CF_TOTALLYFROZEN) ||
|
||||
(mo && mo.Level.frozen && timefreezer == 0);
|
||||
mo.isFrozen();
|
||||
}
|
||||
|
||||
void Uncrouch()
|
||||
|
|
|
@ -210,7 +210,7 @@ extend class PlayerPawn
|
|||
{ // You can't use items if you're totally frozen
|
||||
return false;
|
||||
}
|
||||
if ((level.FROZEN) && (player == NULL || player.timefreezer == 0))
|
||||
if (isFrozen())
|
||||
{
|
||||
// Time frozen
|
||||
return false;
|
||||
|
|
Loading…
Reference in a new issue