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authorAlfred Eriksson <somerunce@gmail.com>2008-11-16 14:28:44 +0000
committerAlfred Eriksson <somerunce@gmail.com>2008-11-16 14:28:44 +0000
commitcd8c23ef1b733fb4088571a8bf7cd0d60c41a4ae (patch)
tree759f60cb88551a358553317e17541eed7e09cf30 /src/game/server/entities
parent42553448f7fb8d3d9aaa615facaf872b5d54e229 (diff)
downloadzcatch-cd8c23ef1b733fb4088571a8bf7cd0d60c41a4ae.tar.gz
zcatch-cd8c23ef1b733fb4088571a8bf7cd0d60c41a4ae.zip
fixed respawn times
Diffstat (limited to 'src/game/server/entities')
-rw-r--r--src/game/server/entities/character.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp
index 3aeabd2d..c0bc3346 100644
--- a/src/game/server/entities/character.cpp
+++ b/src/game/server/entities/character.cpp
@@ -737,12 +737,18 @@ void CHARACTER::die(int killer, int weapon)
 	/*
 	die_pos = pos;
 	dead = true;
-	die_tick = server_tick();
 	*/
+	
+	// this is for auto respawn after 3 secs
+	player->die_tick = server_tick();
+	
 	alive = false;
 	game.world.remove_entity(this);
 	game.world.core.characters[player->client_id] = 0;
 	game.create_death(pos, player->client_id);
+	
+	// we got to wait 0.5 secs before respawning
+	player->respawn_tick = server_tick()+server_tickspeed()/2;
 }
 
 bool CHARACTER::take_damage(vec2 force, int dmg, int from, int weapon)