add reset + new physics at CP respawn
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10d6930807
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@ -1,7 +1,6 @@
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#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
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#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
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#Setting S_TrustClientSimu False
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#Setting S_TrustClientSimu False
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#Setting S_UseCrudeExtrapolation False
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#Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics"
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#Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics"
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#Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators"
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#Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators"
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#Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators"
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#Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators"
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@ -27,7 +26,6 @@
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***Match_StartServer***
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***Match_StartServer***
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***
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***
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UsePvPCollisions = True;
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UIModules_Record::Reset();
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UIModules_Record::Reset();
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UIModules_Record::SetSpecialVisibility(False);
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UIModules_Record::SetSpecialVisibility(False);
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***
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***
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@ -113,6 +111,11 @@ foreach (Event in RacePendingEvents) {
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || (Event.Type == Events::C_Type_Waypoint && Event.IsEndRace)) {
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || (Event.Type == Events::C_Type_Waypoint && Event.IsEndRace)) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
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ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
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ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
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} else if (Event.Type == Events::C_Type_Respawn) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
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while (Event.Player.SpawnStatus != CSmPlayer::ESpawnStatus::Spawned) MB_Yield();
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SetPhysicsChange("Reset", "", Event.Player);
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ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
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}
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}
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}
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}
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