return;
}
self.state = self.owner.csqcmodel_isdead;
+#ifdef COMPAT_XON050_ENGINE
if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
+#else
+ if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
+#endif
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
gettaginfo(self, nearestbone); // set gettaginfo_name
// return if we reached our damage effect limit or damages are disabled
+ // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
if(nearestbone)
{
if(self.total_damages >= autocvar_cl_damageeffect_bones)