cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+
vec3_t cl_playerstandmins;
vec3_t cl_playerstandmaxs;
vec3_t cl_playercrouchmins;
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
ent->state_current.flags = RENDER_VIEWMODEL;
- if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+ if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
ent->state_current.modelindex = 0;
else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
Cvar_RegisterVariable(&cl_prydoncursor);
+ Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
CL_Parse_Init();
cvar_t sbar_alpha_bg = {CVAR_SAVE, "sbar_alpha_bg", "0.4"};
cvar_t sbar_alpha_fg = {CVAR_SAVE, "sbar_alpha_fg", "1"};
+cvar_t cl_deathscoreboard = {0, "cl_deathscoreboard", "1"};
+
void Sbar_MiniDeathmatchOverlay (int x, int y);
void Sbar_DeathmatchOverlay (void);
void Sbar_IntermissionOverlay (void);
Cvar_RegisterVariable (&showdate_format);
Cvar_RegisterVariable (&sbar_alpha_bg);
Cvar_RegisterVariable (&sbar_alpha_fg);
+ Cvar_RegisterVariable (&cl_deathscoreboard);
R_RegisterModule("sbar", sbar_start, sbar_shutdown, sbar_newmap);
}
if (gamemode == GAME_SOM)
{
- if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
+ if (sb_showscores || (cl.stats[STAT_HEALTH] <= 0 && cl_deathscoreboard.integer))
Sbar_DrawScoreboard ();
else if (sb_lines)
{
sbar_y = vid_conheight.integer - 47;
sbar_x = (vid_conwidth.integer - 640)/2;
- if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
+ if (sb_showscores || (cl.stats[STAT_HEALTH] <= 0 && cl_deathscoreboard.integer))
{
Sbar_DrawAlphaPic (0, 0, sb_scorebar, sbar_alpha_bg.value);
Sbar_DrawScoreboard ();
Sbar_DrawFrags ();
}
- if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
+ if (sb_showscores || (cl.stats[STAT_HEALTH] <= 0 && cl_deathscoreboard.integer))
{
if (gamemode != GAME_GOODVSBAD2)
Sbar_DrawAlphaPic (0, 0, sb_scorebar, sbar_alpha_bg.value);
// GAME_GOODVSBAD2
cvar_t chase_stevie = {0, "chase_stevie", "0"};
+cvar_t cl_deathtilt = {0, "cl_deathtilt", "1"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
{
// first person view from entity
// angles
- if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+ if (cl.stats[STAT_HEALTH] <= 0 && cl_deathtilt.integer)
viewangles[ROLL] = 80; // dead view angle
VectorAdd(viewangles, cl.punchangle, viewangles);
viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
Cvar_RegisterVariable (&chase_active);
if (gamemode == GAME_GOODVSBAD2)
Cvar_RegisterVariable (&chase_stevie);
+
+ Cvar_RegisterVariable (&cl_deathtilt.integer);
}