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- Fixed: Trep Gametype, Player remains immobilized after point is made.

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q3shafe committed Apr 11, 2019
1 parent c72754a commit d2c9fdb95b27187c45eb9153c76f5994d13ab109
BIN +136 Bytes (100%) game-media/pak0-vms/vm/qagame.qvm
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@@ -544,6 +544,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
return;
}


if ( level.intermissiontime ) {
return;
}
@@ -555,7 +556,11 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
}



// Clear immobilizer
G_AddEvent( self, EV_IMMOBILIZED_FREE, 0 );
self->immobilized = qfalse;


//unlagged - backward reconciliation #2
// make sure the body shows up in the client's current position
G_UnTimeShiftClient( self );
@@ -2196,8 +2196,10 @@ void CheckExitRules( void ) {
// Clear immobilized
for ( i = 0; i < level.maxclients; i++ )
{
//g_entities[cl - level.clients].immobilized = qfalse;
self->immobilized = qfalse;
cl = &level.clients[i];
g_entities[cl - level.clients].immobilized = qfalse;
//G_AddEvent( g_entities[cl - level.clients], EV_IMMOBILIZED_FREE,0);
//self->immobilized = qfalse;
}

// Clear mc from other team --- Hrrrmmm
@@ -2225,7 +2227,10 @@ void CheckExitRules( void ) {
// Clear immobilized
for ( i = 0; i < level.maxclients; i++ )
{
self->immobilized = qfalse;
cl = &level.clients[i];
g_entities[cl - level.clients].immobilized = qfalse;
//G_AddEvent( g_entities[cl - level.clients], EV_IMMOBILIZED_FREE,0);
//self->
}

// Clear mc from other team -- Hrrmmm

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