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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-07-22 12:27:49 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2007-07-22 12:27:49 +0000 |
| commit | 4a2f1d3beb5d4c4e709691d23df8bed876df428a (patch) | |
| tree | c3d433f05eb79a49871f4172658c5ffc37e426f5 /src/game/server/game_server.cpp | |
| parent | a05a7affbe8eb05ebe28dcb8a19a414f9fd9b027 (diff) | |
| download | zcatch-4a2f1d3beb5d4c4e709691d23df8bed876df428a.tar.gz zcatch-4a2f1d3beb5d4c4e709691d23df8bed876df428a.zip | |
small updates
Diffstat (limited to 'src/game/server/game_server.cpp')
| -rw-r--r-- | src/game/server/game_server.cpp | 18 |
1 files changed, 7 insertions, 11 deletions
diff --git a/src/game/server/game_server.cpp b/src/game/server/game_server.cpp index a1f1b72e..fc8718fb 100644 --- a/src/game/server/game_server.cpp +++ b/src/game/server/game_server.cpp @@ -343,7 +343,7 @@ game_world world; gameobject::gameobject() : entity(OBJTYPE_GAME) { - gametype = GAMETYPE_DM; + gametype = GAMETYPE_TDM; game_over_tick = -1; sudden_death = 0; round_start_tick = server_tick(); @@ -703,10 +703,6 @@ void player::respawn() weapons[WEAPON_GUN].got = true; weapons[WEAPON_GUN].ammo = data->weapons[active_weapon].maxammo; - // TEMP DEBUG - weapons[WEAPON_ROCKET_BACKPACK].got = true; - weapons[WEAPON_ROCKET_BACKPACK].ammo = 10; - active_weapon = WEAPON_GUN; reload_timer = 0; @@ -1006,7 +1002,7 @@ void player::tick() // TODO: remove this tick count, it feels weird if(dead) { - if(server_tick()-die_tick >= server_tickspeed()*3) // auto respawn after 3 sec + if(server_tick()-die_tick >= server_tickspeed()*5) // auto respawn after 3 sec respawn(); if(input.fire && server_tick()-die_tick >= server_tickspeed()/2) // auto respawn after 0.5 sec respawn(); @@ -1376,14 +1372,14 @@ void powerup::tick() if(pplayer->health < data->playerinfo[gameobj.gametype].maxhealth) { pplayer->health = min((int)data->playerinfo[gameobj.gametype].maxhealth, pplayer->health + 1); - respawntime = 20; + respawntime = 15; } break; case POWERUP_TYPE_ARMOR: if(pplayer->armor < data->playerinfo[gameobj.gametype].maxarmor) { pplayer->armor = min((int)data->playerinfo[gameobj.gametype].maxarmor, pplayer->armor + 1); - respawntime = 20; + respawntime = 15; } break; @@ -1393,8 +1389,8 @@ void powerup::tick() if(pplayer->weapons[subtype].ammo < 10 || !pplayer->weapons[subtype].got) { pplayer->weapons[subtype].got = true; - pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + 5); - respawntime = 20; + pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + 10); + respawntime = 15; } } break; @@ -1404,7 +1400,7 @@ void powerup::tick() pplayer->ninjaactivationtick = server_tick(); pplayer->weapons[WEAPON_NINJA].got = true; pplayer->active_weapon = WEAPON_NINJA; - respawntime = 20; + respawntime = 90; break; } default: |