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Fix fade in coop

hlzbot-dirty
mittorn 8 years ago
parent
commit
0f94e4e0fc
  1. 2
      dlls/game.h
  2. 3
      dlls/player.cpp

2
dlls/game.h

@ -50,6 +50,8 @@ extern cvar_t cvar_agibcount; @@ -50,6 +50,8 @@ extern cvar_t cvar_agibcount;
extern cvar_t mp_gravgun_players;
extern cvar_t mp_coop;
extern cvar_t mp_coop_changelevel;
extern cvar_t mp_coop_nofriendlyfire;
extern cvar_t mp_coop_disabledmap;
// Engine Cvars
extern cvar_t *g_psv_gravity;

3
dlls/player.cpp

@ -4638,7 +4638,10 @@ void CRevertSaved::KeyValue( KeyValueData *pkvd ) @@ -4638,7 +4638,10 @@ void CRevertSaved::KeyValue( KeyValueData *pkvd )
void CRevertSaved::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( !mp_coop.value )
UTIL_ScreenFadeAll( pev->rendercolor, Duration(), HoldTime(), pev->renderamt, FFADE_OUT );
else if( pActivator->IsPlayer() )
pActivator->TakeDamage( pev, pev, 3000, DMG_CRUSH );
pev->nextthink = gpGlobals->time + MessageTime();
SetThink( &CRevertSaved::MessageThink );
}

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