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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:25:01 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:14:58 +0000
commit5189226d1e8df1e56240d51a32d0db82924320d7 (patch)
treefccc195f973841dfa5dad503421e01774b2c9f22 /src/game/g_main.c
parent4b1bd2babe3c5b37648b987d16225d9f111205ce (diff)
* Spawn queue displays ordinals ("You are 2nd in the spawn queue")
* Server does not communicate the number of eggs and telenodes to all clients anymore -- the correct number of spawns is passed to the client when they are in the spawn queue only (puts PERS_UNUSED to use) Sticky and dead spectate (holy fuck that was hard for something so simple sounding): * Big thanks to Lakitu7 for passing along the patch (with contributions from TJW, Undeference, and R1CH) * UI has a new option to enable/disable sticky spectate * Spectators get to see the full dying animation * Dead players can spectate their teammates whether they are in the spawn queue or not I corrected several nasty bugs and recoded a LOT of the patch. Potentially the "spawn without a weapon" thing may have been fixed but maybe not. There are possibly other new bugs so keep an eye out for them.
Diffstat (limited to 'src/game/g_main.c')
-rw-r--r--src/game/g_main.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/game/g_main.c b/src/game/g_main.c
index 82647557..a1219909 100644
--- a/src/game/g_main.c
+++ b/src/game/g_main.c
@@ -1041,10 +1041,6 @@ void G_CountSpawns( void )
if( ent->s.modelindex == BA_H_SPAWN && ent->health > 0 )
level.numHumanSpawns++;
}
-
- //let the client know how many spawns there are
- trap_SetConfigstring( CS_SPAWNS, va( "%d %d",
- level.numAlienSpawns, level.numHumanSpawns ) );
}
/*