(get_weaponinfo(i)).weapon_func(WR_PRECACHE);
}
-.float total_damages, owner_isdead;
+.float total_damages;
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(self.state && !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
remove(self);
return;
}
- self.owner_isdead = self.owner.csqcmodel_isdead;
+ self.state = 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