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;
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);