i’ve trouble with the reinforment-message “in last man standing you have to tap out before respawning”.
for me its difficult, because this a server <-> client relationship and so i can’t find what i need…
i have created 2 new gametypes, so i “copy&paste” the LMS-Gametype and did my changes.
the problem is, after the warm-up the match should begin, but all players spawn dead, so the messages appears.
i think, the game checks, if the player has 0 health and then pop-up the message.
and somewhere around there must be the problem…
but i can’t find the lines, where the this happens.
first i thought, it’s a problem in g_client.c because i did change to the start health of the players, but it doesn’t seemed so, because it works fine in all other gametypes.
but here is the code, from g_client.c
void ClientSpawn( gentity_t *ent, qboolean revived )
{
.
.
.
// JPW NERVE -- increases stats[STAT_MAX_HEALTH] based on # of medics in game
AddMedicTeamBonus( client );
// END Mad Doctor I changes, 8/17/2002
.
.
.
}
i changed it to:
// JPW NERVE -- increases stats[STAT_MAX_HEALTH] based on # of medics in game
// Enemy Arena NoSkilling and Health Routines
if ( g_gametype.integer == GT_WOLF_EAS || g_gametype.integer == GT_WOLF_EAT )
{
if ( ea_starthealth.integer < 50 || ea_starthealth.integer > 500 )
{
client->pers.maxHealth = 300;
}
else client->pers.maxHealth = ea_starthealth.integer;
}
else
{
if ( ea_noskilling.integer == 0 )
{
AddMedicTeamBonus( client );
}
else
{
client->pers.maxHealth = 125;
}
}
// Enemy Arena - End
// END Mad Doctor I changes, 8/17/2002
well, as i said, the code works for all gametypes including standard LMS… but not for my gametypes and so i think, somewhere with the reinforcement message must be the problem.
so, can anyone say, where the server calls the client to display it!?
