delay when respawning from spect mode
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2352 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+20
-10
@@ -138,7 +138,7 @@ void deathstate(playerent *pl)
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{
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pl->state = CS_DEAD;
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pl->spectatemode = SM_DEATHCAM;
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pl->lastpain = pl->lastaction = lastmillis;
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pl->respawnoffset = pl->lastpain = pl->lastaction = lastmillis;
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pl->move = pl->strafe = 0;
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pl->pitch = pl->roll = 0;
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pl->attacking = false;
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@@ -393,14 +393,24 @@ void respawnself()
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bool tryrespawn()
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{
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if(player1->state==CS_DEAD && lastmillis>player1->lastpain+(m_ctf ? 5000 : 2000))
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{
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player1->attacking = false;
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if(m_arena) { conoutf("waiting for new round to start..."); return false; }
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respawnself();
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player1->weaponswitch(player1->primweap);
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player1->lastaction -= weapon::weaponchangetime/2;
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return true;
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if(player1->state==CS_DEAD)
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{
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if(lastmillis>player1->respawnoffset+(m_ctf ? 5000 : 2000))
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{
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if(player1->isspectating() && player1->spectatemode!=SM_DEATHCAM)
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{
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spectate(SM_DEATHCAM);
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player1->respawnoffset = lastmillis+2000;
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return false;
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}
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player1->attacking = false;
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if(m_arena) { conoutf("waiting for new round to start..."); return false; }
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respawnself();
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player1->weaponswitch(player1->primweap);
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player1->lastaction -= weapon::weaponchangetime/2;
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return true;
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}
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}
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return false;
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}
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@@ -411,7 +421,7 @@ void dodamage(int damage, playerent *pl, playerent *actor, bool gib, bool local)
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{
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if(pl->state != CS_ALIVE || intermission) return;
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pl->lastpain = lastmillis;
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pl->respawnoffset = pl->lastpain = lastmillis;
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if(local) damage = pl->dodamage(damage);
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else if(actor==player1) return;
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