.Weapon br_weapon_prev[MAX_WEAPONSLOTS];
.float br_lastweapon_prev[MAX_WEAPONSLOTS];
+// alpha restoring for drop
+.float br_alpha_old;
+
float autocvar_g_br_revive_health = 0.25;
float autocvar_g_br_bleeding_health = 0.5;
float autocvar_g_br_bleeding_armor = 50;
else{
if(!(IN_SQUAD(player) && player.br_squad.br_squad_drop_leader))
{
- player.effects &= ~EF_NODRAW;
+ player.alpha = player.br_alpha_old;
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
if(!autocvar__notarget)
drop_position *= -1;
FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && (it != player) && SAME_SQUAD(it, player) && (STAT(DROP, it) == DROP_TRANSPORT), {
- it.effects &= ~EF_NODRAW;
+ it.alpha = it.br_alpha_old;
it.takedamage = DAMAGE_AIM;
it.solid = SOLID_SLIDEBOX;
if(!autocvar__notarget)
if(STAT(DROP, frag_target) == DROP_TRANSPORT)
{
- frag_target.effects &= ~EF_NODRAW;
+ frag_target.alpha = frag_target.br_alpha_old;
frag_target.takedamage = DAMAGE_AIM;
frag_target.solid = SOLID_SLIDEBOX;
if(!autocvar__notarget)
it.flags &= ~FL_PICKUPITEMS;
it.flags |= FL_NOTARGET;
it.dphitcontentsmask &= ~DPCONTENTS_BODY;
- it.effects |= EF_NODRAW;
+ it.br_alpha_old = it.alpha;
+ it.alpha = -1;
it.takedamage = DAMAGE_NO;
it.solid = SOLID_NOT;
it.br_drop_instructions = false;