]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Testing devastator's physics in timeout
authorz411 <z411@omaera.org>
Mon, 19 Oct 2020 21:43:53 +0000 (18:43 -0300)
committerz411 <z411@omaera.org>
Mon, 19 Oct 2020 21:43:53 +0000 (18:43 -0300)
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/server/client.qc

index ce60f0907153cb6cdb8aa2b561736f512c12ad7b..b3645b1df829b0793fcac7253bce6378a61906eb 100644 (file)
@@ -207,6 +207,7 @@ void W_Devastator_Think(entity this)
        vector desireddir, olddir, newdir, desiredorigin, goal;
        float velspeed, f;
        this.nextthink = time;
+       if(game_timeout) { set_movetype(this, MOVETYPE_NONE); this.disableclientprediction = 2; return; } else { set_movetype(this, MOVETYPE_FLY); this.disableclientprediction = 0; }
        if(time > this.cnt)
        {
                this.projectiledeathtype |= HITTYPE_BOUNCE;
index 70ff57e3f721306fb12e76b06a18ec011474e204..9a24530e61d5b835b7e9381dfec94ae77889d3cd 100644 (file)
@@ -2260,12 +2260,13 @@ bool PlayerThink(entity this)
                return false;
        }
 
-       if (timeout_status == TIMEOUT_ACTIVE) {
+       if (game_timeout) {
         // don't allow the player to turn around while game is paused
                // FIXME turn this into CSQC stuff
                this.v_angle = this.lastV_angle;
                this.angles = this.lastV_angle;
                this.fixangle = true;
+               return false;
        }
 
        if (frametime) player_powerups(this);