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Don't use the IS_DEAD macro in CSQC Player code (not defined in lib)
author
Mario <mario.mario@y7mail.com>
Thu, 2 Jan 2020 13:04:06 +0000
(23:04 +1000)
committer
Mario <mario.mario@y7mail.com>
Thu, 2 Jan 2020 13:04:06 +0000
(23:04 +1000)
qcsrc/lib/csqcmodel/cl_player.qc
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diff --git
a/qcsrc/lib/csqcmodel/cl_player.qc
b/qcsrc/lib/csqcmodel/cl_player.qc
index 4d41cd316103ef35a59b99c6578b44b0d2ba8179..f49c5f6dbd93ab621aea33c531ea47d5c7653380 100644
(file)
--- a/
qcsrc/lib/csqcmodel/cl_player.qc
+++ b/
qcsrc/lib/csqcmodel/cl_player.qc
@@
-240,7
+240,7
@@
bool autocvar_v_deathtilt;
float autocvar_v_deathtiltangle;
void CSQCPlayer_ApplyDeathTilt(entity this)
{
- if(!
IS_DEAD(this)
|| !autocvar_v_deathtilt)
+ if(!
this.csqcmodel_isdead
|| !autocvar_v_deathtilt)
return;
view_angles.z = autocvar_v_deathtiltangle;
}
@@
-279,7
+279,7
@@
float bobfall_speed;
float bob2_smooth;
vector CSQCPlayer_ApplyBobbing(entity this, vector v)
{
- if(
IS_DEAD(this)
)
+ if(
this.csqcmodel_isdead
)
return v;
// bounded XY speed, used by several effects below