if(autocvar_g_respawn_ghosts
&& !(this.effects & EF_NODRAW)) // only spawn one ghost
{
- SpawnGhost(this);
+ TransmuteToGhost(this);
}
else
SUB_SetFade (this, time, 1); // fade out the corpse immediately
&& autocvar_g_respawn_ghosts_gib
&& !(this.effects & EF_NODRAW)) // only spawn one ghost
{
- SpawnGhost(this);
+ TransmuteToGhost(this);
CopyBody(this, 1);
this.effects |= EF_NODRAW; // prevent another CopyBody and 2nd ghost spawns
return true;
}
-void SpawnGhost(entity this)
+void TransmuteToGhost(entity this)
{
// effects are disabled or one ghost was already spawned
if (this.effects & EF_NODRAW)
void precache_all_playermodels(string pattern);
-void SpawnGhost(entity this);
+void TransmuteToGhost(entity this);
IntrusiveList g_clones;
STATIC_INIT(g_clones) { g_clones = IL_NEW(); }