From 7af16064ffce17bcd31fd86afe99c5054535acdd Mon Sep 17 00:00:00 2001 From: terencehill Date: Sat, 1 Dec 2012 18:32:20 +0100 Subject: [PATCH] Make player code more generic by moving this part of code after we know that the player is really dead, thing that never happens in freezetag --- qcsrc/server/cl_player.qc | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index f9b8f7313..2ba7311fa 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -668,14 +668,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht } } - if(!g_freezetag) - { - // become fully visible - self.alpha = default_player_alpha; - // throw a weapon - SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); - } - // print an obituary message Obituary (attacker, inflictor, self, deathtype); race_PreDie(); @@ -723,9 +715,14 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht return; // when we get here, player actually dies + // clear waypoints WaypointSprite_PlayerDead(); + // throw a weapon + SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); + // become fully visible + self.alpha = default_player_alpha; // make the corpse upright (not tilted) self.angles_x = 0; self.angles_z = 0; -- 2.39.2