REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
-.int camera_spectator;
-REGISTER_STAT(CAMERA_SPECTATOR, int, this.camera_spectator)
+REGISTER_STAT(CAMERA_SPECTATOR, int)
REGISTER_STAT(SPECTATORSPEED, float)
this.angles = spectatee.v_angle;
STAT(FROZEN, this) = STAT(FROZEN, spectatee);
this.revive_progress = spectatee.revive_progress;
- if(!PHYS_INPUT_BUTTON_USE(this) && this.camera_spectator != 2)
+ if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
this.fixangle = true;
setorigin(this, spectatee.origin);
setsize(this, spectatee.mins, spectatee.maxs);
if (this.impulse == IMP_weapon_drop.impulse)
{
- this.camera_spectator = (this.camera_spectator + 1) % 3;
+ STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
this.impulse = 0;
return;
}
.float usekeypressed;
.float last_vehiclecheck;
.int items_added;
-.float camera_spectator_stat = _STAT(CAMERA_SPECTATOR);
void PlayerPreThink (entity this)
{
WarpZone_PlayerPhysics_FixVAngle(this);
// if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
if (PS(this).m_weapon == WEP_Null)
this.clip_load = this.clip_size = 0;
-
- this.camera_spectator_stat = this.camera_spectator;
}
void DrownPlayer(entity this)