diff options
-rw-r--r-- | src/game/g_active.c | 13 | ||||
-rw-r--r-- | src/game/g_client.c | 4 | ||||
-rw-r--r-- | src/game/g_mover.c | 14 |
3 files changed, 12 insertions, 19 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c index 28c03a9c..43c6fa16 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -344,19 +344,12 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) { if( client->pers.pteam == PTE_NONE ) - G_TriggerMenu( ent->client->ps.clientNum, MN_TEAM ); + G_TriggerMenu( client->ps.clientNum, MN_TEAM ); else if( client->pers.pteam == PTE_ALIENS ) - G_TriggerMenu( ent->client->ps.clientNum, MN_A_CLASS ); + G_TriggerMenu( client->ps.clientNum, MN_A_CLASS ); else if( client->pers.pteam == PTE_HUMANS ) - G_TriggerMenu( ent->client->ps.clientNum, MN_H_SPAWN ); + G_TriggerMenu( client->ps.clientNum, MN_H_SPAWN ); } - - // attack button cycles through spectators - //TA: messes with the menus - /*if ( ( client->buttons & BUTTON_ATTACK ) && - !( client->oldbuttons & BUTTON_ATTACK ) && - ( client->sess.spectatorState == SPECTATOR_FREE ) ) - Cmd_FollowCycle_f( ent, 1 );*/ } diff --git a/src/game/g_client.c b/src/game/g_client.c index a77cf96b..472a1d5f 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -1348,9 +1348,9 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn ) if( client->sess.sessionTeam == TEAM_SPECTATOR ) { if( teamLocal == PTE_ALIENS ) - G_TriggerMenu( ent->client->ps.clientNum, MN_A_CLASS ); + G_TriggerMenu( index, MN_A_CLASS ); else if( teamLocal == PTE_HUMANS ) - G_TriggerMenu( ent->client->ps.clientNum, MN_H_SPAWN ); + G_TriggerMenu( index, MN_H_SPAWN ); } // increment the spawncount so the client will detect the respawn diff --git a/src/game/g_mover.c b/src/game/g_mover.c index 0698ee4c..fa1d784d 100644 --- a/src/game/g_mover.c +++ b/src/game/g_mover.c @@ -784,12 +784,12 @@ static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_ if( fabs( other->s.origin[ axis ] - ent->r.absmax[ axis ] ) < fabs( other->s.origin[ axis ] - ent->r.absmin[ axis ] ) ) { - origin[ axis ] = ent->r.absmin[ axis ] - 10; + origin[ axis ] = ent->r.absmin[ axis ] - 20; dir[ axis ] = -1; } else { - origin[ axis ] = ent->r.absmax[ axis ] + 10; + origin[ axis ] = ent->r.absmax[ axis ] + 20; dir[ axis ] = 1; } @@ -808,7 +808,7 @@ static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_ /* ================ -manualTriggerSpectator +manualDoorTriggerSpectator This effectively creates a temporary door auto trigger so manually triggers doors can be skipped by spectators @@ -844,8 +844,8 @@ static void manualDoorTriggerSpectator( gentity_t *door, gentity_t *player ) best = i; } - maxs[ best ] += 120; - mins[ best ] -= 120; + maxs[ best ] += 60; + mins[ best ] -= 60; VectorCopy( mins, triggerHull.r.absmin ); VectorCopy( maxs, triggerHull.r.absmax ); @@ -968,8 +968,8 @@ void Think_SpawnNewDoorTrigger( gentity_t *ent ) best = i; } - maxs[ best ] += 120; - mins[ best ] -= 120; + maxs[ best ] += 60; + mins[ best ] -= 60; // create a trigger with this size other = G_Spawn( ); |