// Cut off any still running player sounds.
stopsound(this, CH_PLAYER_SINGLE);
- stopsound(this, CH_TRIGGER_SINGLE);
this.model = "";
FixPlayermodel(this);
void player_powerups(entity this)
{
- // add a way to see what the items were BEFORE all of these checks for the mutator hook
- int items_prev = this.items;
-
if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
this.modelflags |= MF_ROCKET;
else
this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ if (IS_DEAD(this))
+ {
+ if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
+ {
+ sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
+ stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
+ this.items &= ~ITEM_Strength.m_itemid;
+ this.items &= ~ITEM_Shield.m_itemid;
+ this.items -= (this.items & IT_SUPERWEAPON);
+ }
+ }
+
if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
return;
+ // add a way to see what the items were BEFORE all of these checks for the mutator hook
+ int items_prev = this.items;
+
Fire_ApplyDamage(this);
Fire_ApplyEffect(this);