Another bugs
REMOVEMACHINEGUN flag is not defined in defrag.def
/*QUAKED target_init (1 0 0) (-8 -8 -8) (8 8 8) KEEPARMOR KEEPHEALTH KEEPWEAPONS KEEPPOWERUPS KEEPHOLDABLE >REMOVEMACHINEGUN<
Handicap 'exploit'
In q3, when you have more than or equal to handicap*2 health hp, no health pickup is allowed
Apparently it works to prevent having more than maximum health value, but not restricting any health pickup, like negative ones.
Negative health is a good replacement for trigger_hurt
-no mp bug
-definable operation period
-it is targetable
The only problem is, that it's pickup can be skipped by changing handicap value.
Its hard to imagine any cons of changing pickup rules for negative health.
May be impossibility of some map, where you need wisely change handicap value during run to skip or pickup certain negative healthes
Interference for shooters in fc.2 mode
They are 'self-styled' atm
Shouldnt they have enemy style, like ones in defrag maps or in q3?
(jokictf1 map for reference)
In defrag runs mode, when player goes into other one + interfere with mover, mover acts like in case of actually stuck player
Like it would happen in q3 with full interference
Apparently that part of code about player into player state have to be disabled accordingly to df_mp_interferenceoff cvar
In mp defrag gauntlet2enemy interference is not disabled (for funny sound?)
But gauntlet actually gets reloaded
So you can fire up other player instead of some button in run
If you ask me, i'd vote for funny sound; just stating issue