From 8a46e4897652e865191c01cf2756f699ae0b0ae2 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Mon, 9 Jan 2012 18:08:28 +0200 Subject: [PATCH] Optimize my last change --- qcsrc/client/damage.qc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index a5b99979b..423c3cf6c 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -238,7 +238,7 @@ void DamageInfo_Precache() (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 @@ -254,7 +254,7 @@ void DamageEffect_Think() 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 @@ -262,7 +262,7 @@ void DamageEffect_Think() 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 -- 2.39.2