Remove black screen on death by fall damage

This commit is contained in:
speedvoltage 2025-03-11 11:40:14 +01:00
parent cb16050fc8
commit a5b8bea4b9

View file

@ -283,7 +283,7 @@ public:
virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) { return false; }
virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
// Let the game rules specify if fall death should fade screen to black
virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return TRUE; }
virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return FALSE; }
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ) = 0;