self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
+ animdecide_load_if_needed(self);
animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
self = oldself;
void player_setupanimsformodel()
{
// load animation info
- animdecide_init(self);
+ animdecide_load_if_needed(self);
animdecide_setstate(self, 0, FALSE);
}
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
- if (!(self.flags & FL_GODMODE))
- {
- self.armorvalue = self.armorvalue - save;
- self.health = self.health - take;
- // pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
- }
+ self.armorvalue = self.armorvalue - save;
+ self.health = self.health - take;
+ // pause regeneration for 5 seconds
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+
self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
}
// print an obituary message
- Obituary (attacker, inflictor, self, deathtype);
+ if(self.classname != "body")
+ Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
float w;
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(self.health >= 1 || !IS_PLAYER(self))
+ if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
return;
// when we get here, player actually dies
self.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+
// set up to fade out later
SUB_SetFade (self, time + 6 + random (), 1);
+ // reset body think wrapper broken by SUB_SetFade
+ if(self.classname == "body" && self.think != CopyBody_Think) {
+ self.CopyBody_think = self.think;
+ self.CopyBody_nextthink = self.nextthink;
+ self.think = CopyBody_Think;
+ self.nextthink = time;
+ }
- if(autocvar_sv_gentle > 0 || autocvar_ekg) {
+ if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
// remove corpse
+ // clones don't run any animation code any more, so we must gib them when they die :(
PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
}