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https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 01:47:45 +01:00
Fix player's death animation in multiplayer.
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@ -867,7 +867,7 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
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SetAnimation( PLAYER_DIE );
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m_iRespawnFrames = 0;
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m_flRespawnTimer = 0;
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pev->modelindex = g_ulModelIndexPlayer; // don't use eyes
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@ -1270,8 +1270,8 @@ void CBasePlayer::PlayerDeathThink( void )
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{
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StudioFrameAdvance();
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m_iRespawnFrames++; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands
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if( m_iRespawnFrames < 120 ) // Animations should be no longer than this
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m_flRespawnTimer = gpGlobals->frametime + m_flRespawnTimer; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands
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if( m_flRespawnTimer < 4.0f ) // Animations should be no longer than this
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return;
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}
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@ -1281,7 +1281,14 @@ void CBasePlayer::PlayerDeathThink( void )
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pev->movetype = MOVETYPE_NONE;
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if( pev->deadflag == DEAD_DYING )
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{
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if( g_pGameRules->IsMultiplayer() && pev->movetype == MOVETYPE_NONE )
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{
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CopyToBodyQue( pev );
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pev->modelindex = 0;
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}
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pev->deadflag = DEAD_DEAD;
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}
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StopAnimation();
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@ -1322,7 +1329,7 @@ void CBasePlayer::PlayerDeathThink( void )
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return;
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pev->button = 0;
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m_iRespawnFrames = 0;
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m_flRespawnTimer = 0;
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//ALERT( at_console, "Respawn\n" );
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@ -188,7 +188,7 @@ public:
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Vector m_vecAutoAim;
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BOOL m_fOnTarget;
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int m_iDeaths;
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float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
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float m_flRespawnTimer; // used in PlayerDeathThink() to make sure players can always respawn
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int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
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