diff options
Diffstat (limited to 'src/game/g_active.c')
-rw-r--r-- | src/game/g_active.c | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c index dc981beb..935e88dd 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -360,17 +360,11 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) { if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) ) { if( client->pers.pteam == PTE_NONE ) - { G_AddPredictableEvent( ent, EV_MENU, MN_TEAM ); - } else if( client->pers.pteam == PTE_DROIDS ) - { G_AddPredictableEvent( ent, EV_MENU, MN_D_CLASS ); - } else if( client->pers.pteam == PTE_HUMANS ) - { G_AddPredictableEvent( ent, EV_MENU, MN_H_SPAWN ); - } } // attack button cycles through spectators @@ -504,6 +498,7 @@ ClientIntermissionThink void ClientIntermissionThink( gclient_t *client ) { client->ps.eFlags &= ~EF_TALK; client->ps.eFlags &= ~EF_FIRING; + client->ps.eFlags &= ~EF_FIRING2; // the level will exit when everyone wants to or after timeouts @@ -570,6 +565,11 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) { FireWeapon2( ent ); break; + case EV_FIRE_WEAPONBOTH: + FireWeapon( ent ); + FireWeapon2( ent ); + break; + case EV_USE_ITEM1: // teleporter // drop flags in CTF item = NULL; @@ -768,8 +768,7 @@ void ClientThink_real( gentity_t *ent ) { //TA: slow player if standing in creep for ( i = 1, creepNode = g_entities + i; i < level.num_entities; i++, creepNode++ ) { - if( ( !Q_stricmp( creepNode->classname, "team_droid_spawn" ) ) || - ( !Q_stricmp( creepNode->classname, "team_droid_def1" ) ) ) + if( creepNode->biteam == PTE_DROIDS ) { VectorSubtract( client->ps.origin, creepNode->s.origin, temp_v ); @@ -887,9 +886,10 @@ void ClientThink_real( gentity_t *ent ) { else { BG_PlayerStateToEntityState( &ent->client->ps, &ent->s, qtrue ); } - if ( !( ent->client->ps.eFlags & EF_FIRING ) ) { + if( !( ent->client->ps.eFlags & EF_FIRING ) ) client->fireHeld = qfalse; // for grapple - } + if( !( ent->client->ps.eFlags & EF_FIRING2 ) ) + client->fire2Held = qfalse; // use the snapped origin for linking so it matches client predicted versions VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); |