.float br_force_drop_distance;
.int br_drop_launch;
.int br_drop_detached;
+.bool br_drop_instructions;
.entity br_bleeding_inflictor;
.entity br_bleeding_attacker;
}
if(STAT(DROP, player) == DROP_TRANSPORT){
- // jump has to be released then pressed to launch
- if(!(STAT(PRESSED_KEYS, player) & KEY_JUMP) && (time > (player.br_squad.br_drop_time + br_drop_time_secs))){
- if(player.br_drop_launch == 0){
- player.br_drop_launch = 1;
+ if(time > (player.br_squad.br_drop_time + br_drop_time_secs))
+ {
+ if(!player.br_drop_instructions)
+ {
+ player.br_drop_instructions = true;
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_CENTER, CENTER_BR_DROPSHIP);
}
- }
- else{
- if(player.br_drop_launch == 1){
- player.br_drop_launch = 2;
+
+ // jump has to be released then pressed to launch
+ if(!(STAT(PRESSED_KEYS, player) & KEY_JUMP)){
+ if(player.br_drop_launch == 0){
+ player.br_drop_launch = 1;
+ }
+ }
+ else{
+ if(player.br_drop_launch == 1){
+ player.br_drop_launch = 2;
+ }
}
}
it.flags &= ~FL_PICKUPITEMS;
it.dphitcontentsmask &= ~DPCONTENTS_BODY;
it.effects |= EF_NODRAW;
- Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_BR_DROPSHIP);
+ it.br_drop_instructions = false;
STAT(DROP, it) = DROP_TRANSPORT;
it.br_drop_launch = 0;
UNSET_ONGROUND(it); // otherwise this isn't unset if the player drops in the same frame