NSView: when we switch between dead/alive state, reset damage display/shake variables.
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2 changed files with 19 additions and 0 deletions
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@ -133,6 +133,8 @@ private:
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bool m_bDrawLocalPlayer;
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bool m_bDrawEntities;
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bool _m_bWasAlive;
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};
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/** one NSView for each seat */
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@ -277,6 +277,22 @@ NSView::UpdateView(void)
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pSeat->m_vecPredictedOrigin = cl.origin;
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pSeat->m_flPredictedFlags = cl.flags;
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pSeat->m_vecPredictedVelocity = cl.velocity;
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/* this player will respawn, so null visual damage cues */
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if (Client_IsDead(cl)) {
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if (_m_bWasAlive == true) {
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pSeat->m_flDamageAlpha = 0.0f;
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pSeat->m_vecDamagePos = g_vec_null;
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pSeat->m_iDamageFlags = 0i;
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pSeat->m_flShakeFreq = 0.0f;
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pSeat->m_flShakeDuration = 0.0f;
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pSeat->m_flShakeTime = 0.0f;
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pSeat->m_flShakeAmp = 0.0f;
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}
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_m_bWasAlive = false;
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} else {
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_m_bWasAlive = true;
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}
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}
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/* put entities into the scene (and call their predraws */
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@ -301,6 +317,7 @@ NSView::UpdateView(void)
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cl.UpdateAliveCam();
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StairSmooth();
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View_DrawViewModel();
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_m_bWasAlive = true;
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}
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}
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break;
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