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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:28:03 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:01 +0000
commit650c8fab57707a2d32bd2bbf038085842f7f9ba8 (patch)
treef759f7378facb36ea71455d9e64b79efa1d41430 /src/game/g_client.c
parenta1d19593a011737c5170c89973a352d511dc6d82 (diff)
* Humans hit with Basilisk gas now show a particle effect until it wears off
* Basilisk gas view bob effect now properly accounts for shorter time due to protection * SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons) * Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT) * Power bolt on the Human HUD glows when sprinting (not very visible though)
Diffstat (limited to 'src/game/g_client.c')
-rw-r--r--src/game/g_client.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 9298eb55..621a0261 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -1110,6 +1110,14 @@ void ClientUserinfoChanged( int clientNum )
else
client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE;
+ // always sprint
+ s = Info_ValueForKey( userinfo, "cg_alwaysSprint" );
+
+ if( atoi( s ) )
+ client->ps.persistant[ PERS_STATE ] |= PS_ALWAYSSPRINT;
+ else
+ client->ps.persistant[ PERS_STATE ] &= ~PS_ALWAYSSPRINT;
+
// teamInfo
s = Info_ValueForKey( userinfo, "teamoverlay" );