]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
If respawn ghosts are disabled, fade out the player's corpse immediately when respawning
authorMario <mario.mario@y7mail.com>
Sun, 31 May 2020 20:40:52 +0000 (06:40 +1000)
committerMario <mario.mario@y7mail.com>
Sun, 31 May 2020 20:40:52 +0000 (06:40 +1000)
qcsrc/server/client.qc

index 375c368efa736f71644127026b49e3772919fd33..ddcb6f3f5e4bcb7c19c987b87311ed249188b0be 100644 (file)
@@ -1323,17 +1323,22 @@ void UpdateChatBubble(entity this)
 
 void respawn(entity this)
 {
-       if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
+       if(this.alpha >= 0)
        {
-               this.solid = SOLID_NOT;
-               this.takedamage = DAMAGE_NO;
-               set_movetype(this, MOVETYPE_FLY);
-               this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
-               this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
-               this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
-               Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
-               if(autocvar_g_respawn_ghosts_maxtime)
-                       SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
+               if(autocvar_g_respawn_ghosts)
+               {
+                       this.solid = SOLID_NOT;
+                       this.takedamage = DAMAGE_NO;
+                       set_movetype(this, MOVETYPE_FLY);
+                       this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
+                       this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
+                       this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
+                       Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
+                       if(autocvar_g_respawn_ghosts_maxtime)
+                               SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
+               }
+               else
+                       SUB_SetFade (this, time, 1); // fade out the corpse immediately
        }
 
        CopyBody(this, 1);