diff options
| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-03-17 22:36:03 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-03-17 22:36:03 +0000 |
| commit | 511720b0e4493617dfdbe87f98802e594e61d8ea (patch) | |
| tree | b59bd21b0e0cfd4f78f535ada7fd2a9e695f4f86 /src/game/server | |
| parent | 8cb74cfabe8392194a7e91d099ef3678c5fa61a9 (diff) | |
| download | zcatch-511720b0e4493617dfdbe87f98802e594e61d8ea.tar.gz zcatch-511720b0e4493617dfdbe87f98802e594e61d8ea.zip | |
loads of minor fixes here and there. fixed invalid corrections and stuff like that
Diffstat (limited to 'src/game/server')
| -rw-r--r-- | src/game/server/gs_server.cpp | 20 |
1 files changed, 7 insertions, 13 deletions
diff --git a/src/game/server/gs_server.cpp b/src/game/server/gs_server.cpp index 21b2f61f..70027086 100644 --- a/src/game/server/gs_server.cpp +++ b/src/game/server/gs_server.cpp @@ -855,7 +855,7 @@ void player::try_respawn() weapons[WEAPON_GUN].ammo = data->weapons[WEAPON_GUN].maxammo; weapons[WEAPON_RIFLE].got = true; - weapons[WEAPON_RIFLE].ammo = 100000; //data->weapons[WEAPON_LASER].maxammo; + weapons[WEAPON_RIFLE].ammo = -1; active_weapon = WEAPON_GUN; last_weapon = WEAPON_HAMMER; @@ -1101,7 +1101,8 @@ void player::fire_weapon() } - weapons[active_weapon].ammo--; + if(weapons[active_weapon].ammo > 0) // -1 == unlimited + weapons[active_weapon].ammo--; attack_tick = server_tick(); reload_timer = data->weapons[active_weapon].firedelay * server_tickspeed() / 1000; } @@ -1622,7 +1623,7 @@ void player::snap(int snaping_client) info->local = 1; } - if(health > 0 && team >= 0 && distance(players[snaping_client].pos, pos) < 1000.0f) + if(!dead && health > 0 && team >= 0 && distance(players[snaping_client].pos, pos) < 1000.0f) { NETOBJ_PLAYER_CHARACTER *character = (NETOBJ_PLAYER_CHARACTER *)snap_new_item(NETOBJTYPE_PLAYER_CHARACTER, client_id, sizeof(NETOBJ_PLAYER_CHARACTER)); @@ -1643,7 +1644,7 @@ void player::snap(int snaping_client) character->emote = emote_type; - character->ammocount = weapons[active_weapon].ammo; + character->ammocount = 0; character->health = 0; character->armor = 0; @@ -1661,17 +1662,10 @@ void player::snap(int snaping_client) { character->health = health; character->armor = armor; + if(weapons[active_weapon].ammo > 0) + character->ammocount = weapons[active_weapon].ammo; } - if(dead) - character->health = -1; - - //if(length(vel) > 15.0f) - // player->emote = EMOTE_HAPPY; - - //if(damage_taken_tick+50 > server_tick()) - // player->emote = EMOTE_PAIN; - if (character->emote == EMOTE_NORMAL) { if(250 - ((server_tick() - last_action)%(250)) < 5) |