(get_weaponinfo(i)).weapon_func(WR_PRECACHE);
}
-.float total_damages;
+.float total_damages, owner_isdead;
void DamageEffect_Think()
{
// if particle distribution is enabled, decrease ticrate by total number of damages
remove(self);
return;
}
+ if(self.owner_isdead && !self.owner.csqcmodel_isdead)
+ {
+ // if the player was dead but is now alive, it means he respawned
+ // if so, clear his damage effects, or damages from his dead body will be copied over
+ self.owner.total_damages -= 1;
+ remove(self);
+ return;
+ }
+ self.owner_isdead = self.owner.csqcmodel_isdead;
if((self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
return; // if we aren't using a third person camera, hide our own effects