diff --git a/README.md b/README.md
index 6d785431..c264b9d0 100644
--- a/README.md
+++ b/README.md
@@ -52,6 +52,7 @@ Archive's bin directory contains 2 subdirectories, 'bugfixed' and 'pure'
| mp_item_staytime | 300 | - | - | Time to remove item that have been dropped from the players. |
| mp_legacy_bombtarget_touch | 1 | 0 | 1 | Legacy func_bomb_target touch. New one is more strict.
`0` New behavior
`1` Legacy behavior|
| mp_respawn_immunitytime | 0 | 0 | - | Specifies the players defense time after respawn. (in seconds).
`0` disabled
`>0.00001` time delay to remove protection |
+| mp_respawn_immunity_effects | 1 | 0 | 1 | Enable effects on player spawn protection.
`0` disabled
`1` enable (Use in conjunction with the cvar mp_respawn_immunitytime) |
| mp_kill_filled_spawn | 1 | 0 | 1 | Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
Only disable this if you have semiclip or other plugins that prevents stucking.
`0` disabled
`1` enabled |
| mp_allow_point_servercommand | 0 | 0 | 1 | Allow use of point_servercommand entities in map.
`0` disallow
`1` allow
`NOTE`: Potentially dangerous for untrusted maps.|
| mp_hullbounds_sets | 1 | 0 | 1 | Sets mins/maxs hull bounds for the player.
`0` disabled
`1` enabled |
diff --git a/dist/game.cfg b/dist/game.cfg
index a384ac5f..fb8f3e4e 100644
--- a/dist/game.cfg
+++ b/dist/game.cfg
@@ -83,7 +83,7 @@ mp_roundrespawn_time 20
// 1 - enabled
//
// Default value: "0"
-mp_auto_reload_weapons "0"
+mp_auto_reload_weapons 0
// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
@@ -206,7 +206,7 @@ mp_item_staytime 300
// 1 - Legacy behavior
//
// Default value: "1"
-mp_legacy_bombtarget_touch "1"
+mp_legacy_bombtarget_touch 1
// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
@@ -215,13 +215,20 @@ mp_legacy_bombtarget_touch "1"
// Default value: "0"
mp_respawn_immunitytime "0"
+// Enable effects on player spawn protection
+// 0 - disabled
+// 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime)
+//
+// Default value: "1"
+mp_respawn_immunity_effects 1
+
// Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
// Only disable this if you have semiclip or other plugins that prevents stucking
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
-mp_kill_filled_spawn "1"
+mp_kill_filled_spawn 1
// Allow use of point_servercommand entities in map.
// NOTE: Potentially dangerous for untrusted maps.
@@ -229,7 +236,7 @@ mp_kill_filled_spawn "1"
// 1 - allow
//
// Default value: "0"
-mp_allow_point_servercommand "0"
+mp_allow_point_servercommand 0
// Show 'HP' field into a scoreboard
// 0 - don't send any update for 'HP' field to any clients
@@ -240,7 +247,7 @@ mp_allow_point_servercommand "0"
// 5 - show 'HP' field to teammates and spectators
//
// Default value: "3"
-mp_scoreboard_showhealth "3"
+mp_scoreboard_showhealth 3
// Show 'Money' field into a scoreboard
// 0 - don't send any update for 'Money' field to any clients
@@ -251,7 +258,7 @@ mp_scoreboard_showhealth "3"
// 5 - show 'Money' field to teammates and spectators
//
// Default value: "3"
-mp_scoreboard_showmoney "3"
+mp_scoreboard_showmoney 3
// How much to reduce damage done to teammates when shot.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
@@ -295,7 +302,7 @@ mp_radio_timeout "1.5"
// 0 - disable radio messages
//
// Default value: "60"
-mp_radio_maxinround "60"
+mp_radio_maxinround 60
// When set, players can buy anywhere, not only in buyzones.
// 0 - disabled
@@ -304,6 +311,4 @@ mp_radio_maxinround "60"
// 3 - only CT team
//
// Default value: "0"
-mp_buy_anywhere "0"
-
-
+mp_buy_anywhere 0
diff --git a/regamedll/common/in_buttons.h b/regamedll/common/in_buttons.h
index 0b8cfa51..3b08dd46 100644
--- a/regamedll/common/in_buttons.h
+++ b/regamedll/common/in_buttons.h
@@ -49,4 +49,6 @@
#define IN_ALT1 (1<<14)
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
+#define IN_ACTIVE (IN_ATTACK | IN_ATTACK2 | IN_JUMP | IN_DUCK | IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT)
+
#endif // IN_BUTTONS_H
diff --git a/regamedll/dlls/game.cpp b/regamedll/dlls/game.cpp
index c1416ba0..f2c5e8ec 100644
--- a/regamedll/dlls/game.cpp
+++ b/regamedll/dlls/game.cpp
@@ -110,17 +110,18 @@ cvar_t fraglimit = { "mp_fraglimit", "0", FCVAR_SERVER, 0.0f, nullpt
cvar_t round_restart_delay = { "mp_round_restart_delay", "5", FCVAR_SERVER, 0.0f, nullptr };
cvar_t showtriggers = { "showtriggers", "0", 0, 0.0f, nullptr }; // debug cvar shows triggers
// TODO: Maybe it's better to register in the engine?
-cvar_t hostagehurtable = { "mp_hostage_hurtable", "1", FCVAR_SERVER, 1.0f, nullptr };
-cvar_t roundover = { "mp_roundover", "0", FCVAR_SERVER, 0.0f, nullptr };
-cvar_t forcerespawn = { "mp_forcerespawn", "0", FCVAR_SERVER, 0.0f, nullptr };
-cvar_t show_radioicon = { "mp_show_radioicon", "1", 0, 1.0f, nullptr };
-cvar_t old_bomb_defused_sound = { "mp_old_bomb_defused_sound", "1", 0, 1.0f, nullptr };
-cvar_t item_staytime = { "mp_item_staytime", "300", FCVAR_SERVER, 300.0f, nullptr };
-cvar_t legacy_bombtarget_touch = { "mp_legacy_bombtarget_touch", "1", 0, 1.0f, nullptr };
-cvar_t respawn_immunitytime = { "mp_respawn_immunitytime", "0", FCVAR_SERVER, 0.0f, nullptr };
-cvar_t kill_filled_spawn = { "mp_kill_filled_spawn", "1", 0, 0.0f, nullptr };
-cvar_t afk_bomb_drop_time = { "mp_afk_bomb_drop_time", "0", FCVAR_SERVER, 0.0f, nullptr };
-cvar_t buy_anywhere = { "mp_buy_anywhere", "0", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t hostagehurtable = { "mp_hostage_hurtable", "1", FCVAR_SERVER, 1.0f, nullptr };
+cvar_t roundover = { "mp_roundover", "0", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t forcerespawn = { "mp_forcerespawn", "0", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t show_radioicon = { "mp_show_radioicon", "1", 0, 1.0f, nullptr };
+cvar_t old_bomb_defused_sound = { "mp_old_bomb_defused_sound", "1", 0, 1.0f, nullptr };
+cvar_t item_staytime = { "mp_item_staytime", "300", FCVAR_SERVER, 300.0f, nullptr };
+cvar_t legacy_bombtarget_touch = { "mp_legacy_bombtarget_touch", "1", 0, 1.0f, nullptr };
+cvar_t respawn_immunitytime = { "mp_respawn_immunitytime", "0", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t respawn_immunity_effects = { "mp_respawn_immunity_effects", "1", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t kill_filled_spawn = { "mp_kill_filled_spawn", "1", 0, 0.0f, nullptr };
+cvar_t afk_bomb_drop_time = { "mp_afk_bomb_drop_time", "0", FCVAR_SERVER, 0.0f, nullptr };
+cvar_t buy_anywhere = { "mp_buy_anywhere", "0", FCVAR_SERVER, 0.0f, nullptr };
cvar_t allow_point_servercommand = { "mp_allow_point_servercommand", "0", 0, 0.0f, nullptr };
cvar_t hullbounds_sets = { "mp_hullbounds_sets", "1", 0, 0.0f, nullptr };
@@ -314,6 +315,7 @@ void EXT_FUNC GameDLLInit()
CVAR_REGISTER(&item_staytime);
CVAR_REGISTER(&legacy_bombtarget_touch);
CVAR_REGISTER(&respawn_immunitytime);
+ CVAR_REGISTER(&respawn_immunity_effects);
CVAR_REGISTER(&kill_filled_spawn);
CVAR_REGISTER(&afk_bomb_drop_time);
CVAR_REGISTER(&buy_anywhere);
diff --git a/regamedll/dlls/game.h b/regamedll/dlls/game.h
index 71e2a133..54015bfa 100644
--- a/regamedll/dlls/game.h
+++ b/regamedll/dlls/game.h
@@ -155,6 +155,7 @@ extern cvar_t old_bomb_defused_sound;
extern cvar_t item_staytime;
extern cvar_t legacy_bombtarget_touch;
extern cvar_t respawn_immunitytime;
+extern cvar_t respawn_immunity_effects;
extern cvar_t kill_filled_spawn;
extern cvar_t afk_bomb_drop_time;
extern cvar_t buy_anywhere;
diff --git a/regamedll/dlls/player.cpp b/regamedll/dlls/player.cpp
index 1960b630..c17062ec 100644
--- a/regamedll/dlls/player.cpp
+++ b/regamedll/dlls/player.cpp
@@ -4179,7 +4179,7 @@ void EXT_FUNC CBasePlayer::__API_HOOK(PreThink)()
// Debounced button codes for pressed/released
// UNDONE: Do we need auto-repeat?
- m_afButtonPressed = (buttonsChanged & pev->button); // The changed ones still down are "pressed"
+ m_afButtonPressed = (buttonsChanged & pev->button); // The changed ones still down are "pressed"
m_afButtonReleased = (buttonsChanged & (~pev->button)); // The ones not down are "released"
// Hint messages should be updated even if the game is over
@@ -4448,7 +4448,9 @@ void EXT_FUNC CBasePlayer::__API_HOOK(PreThink)()
UpdateLocation();
#ifdef REGAMEDLL_ADD
- if (CSPlayer()->GetProtectionState() == CCSPlayer::ProtectionSt_Expired)
+ auto protectStateCurrent = CSPlayer()->GetProtectionState();
+ if (protectStateCurrent == CCSPlayer::ProtectionSt_Expired ||
+ (protectStateCurrent == CCSPlayer::ProtectionSt_Active && (m_afButtonPressed & IN_ACTIVE)))
{
RemoveSpawnProtection();
}
@@ -9733,8 +9735,13 @@ LINK_HOOK_CLASS_VOID_CHAIN(CBasePlayer, SetSpawnProtection, (float flProtectionT
void EXT_FUNC CBasePlayer::__API_HOOK(SetSpawnProtection)(float flProtectionTime)
{
- pev->rendermode = kRenderTransAdd;
- pev->renderamt = 100.0;
+#ifdef REGAMEDLL_ADD
+ if (respawn_immunity_effects.value > 0)
+#endif
+ {
+ pev->rendermode = kRenderTransAdd;
+ pev->renderamt = 100.0f;
+ }
CSPlayer()->m_flSpawnProtectionEndTime = gpGlobals->time + flProtectionTime;
}
@@ -9743,7 +9750,17 @@ LINK_HOOK_CLASS_VOID_CHAIN2(CBasePlayer, RemoveSpawnProtection)
void CBasePlayer::__API_HOOK(RemoveSpawnProtection)()
{
- pev->rendermode = kRenderNormal;
+#ifdef REGAMEDLL_ADD
+ if (respawn_immunity_effects.value > 0)
+#endif
+ {
+ if (pev->rendermode == kRenderTransAdd &&
+ pev->renderamt == 100.0f)
+ {
+ pev->renderamt = 255.0f;
+ pev->rendermode = kRenderNormal;
+ }
+ }
CSPlayer()->m_flSpawnProtectionEndTime = 0.0f;
}