add reset + new physics at CP respawn

This commit is contained in:
Beu 2021-09-25 15:59:33 +02:00
parent 10d6930807
commit 1f44775324
1 changed files with 5 additions and 2 deletions

View File

@ -1,7 +1,6 @@
#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
#Setting S_TrustClientSimu False
#Setting S_UseCrudeExtrapolation False
#Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics"
#Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators"
#Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators"
@ -27,7 +26,6 @@
***Match_StartServer***
***
UsePvPCollisions = True;
UIModules_Record::Reset();
UIModules_Record::SetSpecialVisibility(False);
***
@ -113,6 +111,11 @@ foreach (Event in RacePendingEvents) {
if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || (Event.Type == Events::C_Type_Waypoint && Event.IsEndRace)) {
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
} else if (Event.Type == Events::C_Type_Respawn) {
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
while (Event.Player.SpawnStatus != CSmPlayer::ESpawnStatus::Spawned) MB_Yield();
SetPhysicsChange("Reset", "", Event.Player);
ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
}
}