simplify decision to render corpse
instead of checking for actual gibs, check for "was gibbed" fixes problems with still existing gibs when the player dies again fast enough
This commit is contained in:
+3
-1
@@ -448,12 +448,13 @@ public:
|
||||
vec head;
|
||||
|
||||
bool ignored, muted;
|
||||
bool nocorpse;
|
||||
|
||||
playerent() : curskin(0), clientnum(-1), lastupdate(0), plag(0), ping(0), address(0), lifesequence(0), frags(0), flagscore(0), deaths(0), points(0), tks(0), lastpain(0), lastvoicecom(0), lastdeath(0), clientrole(CR_DEFAULT),
|
||||
team(TEAM_SPECT), spectatemode(SM_NONE), eardamagemillis(0), maxroll(ROLLMOVDEF), maxrolleffect(ROLLEFFDEF), movroll(0), effroll(0),
|
||||
prevweaponsel(NULL), weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL),
|
||||
smoothmillis(-1),
|
||||
head(-1, -1, -1), ignored(false), muted(false)
|
||||
head(-1, -1, -1), ignored(false), muted(false), nocorpse(false)
|
||||
{
|
||||
type = ENT_PLAYER;
|
||||
name[0] = 0;
|
||||
@@ -518,6 +519,7 @@ public:
|
||||
eardamagemillis = 0;
|
||||
eyeheight = maxeyeheight;
|
||||
curskin = nextskin[team_base(team)];
|
||||
nocorpse = false;
|
||||
}
|
||||
|
||||
void spawnstate(int gamemode)
|
||||
|
||||
Reference in New Issue
Block a user