FX_Corpse: transfer player bbox to corpse, so we can handle crouching etc.
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parent
153a711955
commit
42f7c82029
2 changed files with 10 additions and 5 deletions
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@ -158,7 +158,12 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
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break;
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break;
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}
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}
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FX_Corpse_Spawn((player)pl, deathAnimation);
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NSEntity newCorpse = (NSEntity)FX_Corpse_Spawn((player)pl, deathAnimation);
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/* if we were crouching, adjust the bbox (thx 2 lack of crouch death animation) */
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if (pl.flags & FL_CROUCHING) {
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newCorpse.SetSize(VEC_HULL_MIN, [16, 16, -16]);
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}
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}
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}
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/* now let's make the real client invisible */
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/* now let's make the real client invisible */
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@ -58,6 +58,9 @@ entity
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FX_Corpse_Spawn(player pl, float anim)
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FX_Corpse_Spawn(player pl, float anim)
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{
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{
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NSRenderableEntity body_next = (NSRenderableEntity)FX_Corpse_Next();
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NSRenderableEntity body_next = (NSRenderableEntity)FX_Corpse_Next();
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body_next.SetMovetype(MOVETYPE_BOUNCE);
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body_next.SetSolid(SOLID_CORPSE);
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body_next.SetModel(pl.GetModel());
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if (pl.flags & FL_CROUCHING) {
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if (pl.flags & FL_CROUCHING) {
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body_next.SetOrigin(pl.GetOrigin() + [0,0,32]);
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body_next.SetOrigin(pl.GetOrigin() + [0,0,32]);
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@ -65,10 +68,7 @@ FX_Corpse_Spawn(player pl, float anim)
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body_next.SetOrigin(pl.GetOrigin());
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body_next.SetOrigin(pl.GetOrigin());
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}
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}
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body_next.SetMovetype(MOVETYPE_BOUNCE);
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body_next.SetSize(pl.GetMins(), pl.GetMaxs());
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body_next.SetSolid(SOLID_CORPSE);
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body_next.SetModel(pl.GetModel());
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body_next.SetSize(VEC_HULL_MIN, [16, 16, -16]);
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body_next.SetAngles(pl.GetAngles());
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body_next.SetAngles(pl.GetAngles());
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body_next.SetVelocity(pl.GetVelocity() + [0,0,120]);
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body_next.SetVelocity(pl.GetVelocity() + [0,0,120]);
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body_next.SetFrame(anim);
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body_next.SetFrame(anim);
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