From e8f9cf6b5effde1e5338859458a62f574e1783b1 Mon Sep 17 00:00:00 2001 From: z411 Date: Mon, 19 Oct 2020 18:43:53 -0300 Subject: [PATCH] Testing devastator's physics in timeout --- qcsrc/common/weapons/weapon/devastator.qc | 1 + qcsrc/server/client.qc | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index ce60f0907..b3645b1df 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -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; diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index 70ff57e3f..9a24530e6 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -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); -- 2.39.2