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
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@@ -964,7 +964,7 @@ void renderclient(playerent *d, const char *mdlname, const char *vwepname, int t
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if(d->state==CS_DEAD)
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{
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if(d==player1 && d->allowmove()) return;
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loopv(bounceents) if(bounceents[i]->bouncetype==BT_GIB && bounceents[i]->owner==d) return;
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if(d->nocorpse) return;
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d->pitch = 0.1f;
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anim = ANIM_DEATH;
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basetime = d->lastpain;
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