Quake-style behavior for player stats
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@@ -453,8 +453,10 @@ void ClientTimerActions( gentity_t *ent, int msec ) {
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}
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} else {
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// count down health when over max
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if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
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ent->health--;
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if ( !g_quakeBehavior.integer ) {
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if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
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ent->health--;
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}
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}
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//Start killing players in LMS, if we are in overtime
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if(g_elimination_roundtime.integer&&g_gametype.integer==GT_LMS && TeamHealthCount( -1, TEAM_FREE ) != ent->health &&(level.roundNumber==level.roundNumberStarted)&&(level.time>=level.roundStartTime+1000*g_elimination_roundtime.integer)) {
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@@ -476,8 +478,10 @@ void ClientTimerActions( gentity_t *ent, int msec ) {
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client->ps.stats[STAT_ARMOR]+=g_regen_armor.integer;
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}
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// count down armor when over max
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if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
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client->ps.stats[STAT_ARMOR]--;
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if ( !g_quakeBehavior.integer ) {
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if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
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client->ps.stats[STAT_ARMOR]--;
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}
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}
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}
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if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
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