terencehill [Tue, 18 Dec 2012 23:58:23 +0000 (00:58 +0100)]
Some1 created ITEM_DAMAGE_NEEDKILL, why not use it? Also remove DEATH_FALL (shouldn't have been added) and DEATH_DROWN (could be fun to revive a player under water)
terencehill [Wed, 12 Dec 2012 21:24:38 +0000 (22:24 +0100)]
Freezetag: don't respawn immediately as frozen a player that dies for some particular reasons, the killer player would see him suddenly disappear, not a very nice thing. Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug when you succeed changing team through the menu: you both really die (gibbing) and get frozen
terencehill [Thu, 6 Dec 2012 15:51:47 +0000 (16:51 +0100)]
Refactor round handling in freezetag because I couldn't find any way to fix some issues keeping the previous messy code (even if already a lot simplified in my previous work). Freezetag code now uses methods of the new interface round_handler instead of the code previously shared with arena and CA.
What's changed:
Countdown doesn't start anymore after warmup stage or if g_start_delay is 0 at the beginning of the game when there aren't enough players
Countdown to round start is now stopped if there aren't enough players
Weapons can't be used anymore when the round ends (it avoids to add accuracy stats)
terencehill [Mon, 3 Dec 2012 23:20:20 +0000 (00:20 +0100)]
Freezetag: update player count before checking it, besides making the code more intuitive it prevents logic issues when multiple clients join/leave the game at once (bots case)
terencehill [Sun, 2 Dec 2012 23:54:05 +0000 (00:54 +0100)]
Freezetag: kill the player instead of freezing him if he dies before the game starts or waiting for next round to start. This avoids that a round starts with frozen players.
terencehill [Sun, 2 Dec 2012 21:54:59 +0000 (22:54 +0100)]
Fix this bug: if you die when the countdown to be spectator is active above your head then you respawn immediately as dead throwing gibs instead of become spectator
terencehill [Sat, 1 Dec 2012 12:42:45 +0000 (13:42 +0100)]
Freezetag, warmup stage: automatically unfreeze frozen players after 5 seconds, otherwise once all players of a team are frozen they can't be revived anymore
terencehill [Sun, 25 Nov 2012 19:01:27 +0000 (20:01 +0100)]
Put the block of code that detects a push into the void before MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor), so that attacker is changed from trigger_hurt to the pusher player before PlayerDamage_SplitHealthArmor call. With this change playing with the vampire mutator, if you push someone into the void you also suck all his remaining health.
terencehill [Sun, 25 Nov 2012 12:33:16 +0000 (13:33 +0100)]
CA: Fix "WARNING: adding score to unknown player" console error when a player falls into the void. Also, since player points are given based on inflicted damage, give points for killing someone by pushing him into the void too
terencehill [Tue, 20 Nov 2012 23:18:59 +0000 (00:18 +0100)]
Fix health regeneration starting when player is frozen, more easily noticeable setting g_balance_pause_health_regen to 1 instead of the default value 5
terencehill [Tue, 20 Nov 2012 21:45:28 +0000 (22:45 +0100)]
Do not centerprint the msg "You spawned after the round started, you'll spawn as frozen." when a player respawn after a death by DEATH_HURTTRIGGER. Also make the msg shorter
terencehill [Mon, 19 Nov 2012 19:22:54 +0000 (20:22 +0100)]
Freezetag: instead of counting alive players and changing the count temporarily at some events, make so that they are added and removed only at every possible event, not counting them each frame. Hopefully (NEED TESTING) this could fix the issue #229: Sometimes a round ends even though there are still unfrozen players on both teams.
terencehill [Sat, 17 Nov 2012 14:35:38 +0000 (15:35 +0100)]
Fix for bug #1135: players receive no damage after a restart command called by a dedicated server with bots
Respecting initial game delay (cvar g_start_delay) in CA too seems to fix it