player_powerups();
}
+ if (g_minstagib)
+ minstagib_ammocheck();
+
if (self.deadflag != DEAD_NO)
{
float button_pressed, force_respawn;
}
return;
}
+ // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
+ // so (self.deadflag == DEAD_NO) is always true in the code below
if(g_touchexplode)
if(time > self.touchexplode_time)
if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
- if (g_minstagib)
- minstagib_ammocheck();
-
if(frametime)
player_anim();