mol#5 now we get the dead view when dead

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2653 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2007-09-10 18:56:01 +00:00
parent 1bdbb0d8b4
commit 75458007b7
2 changed files with 10 additions and 1 deletions

View File

@ -610,6 +610,9 @@ static void ParsePlayerInfo(sv_t *tv, netmsg_t *m, qboolean clearoldplayers)
tv->players[num].current.velocity[i] = 0;
}
tv->players[num].gibbed = !!(flags & PF_GIB);
tv->players[num].dead = !!(flags & PF_DEAD);
if (flags & PF_MODEL)
tv->players[num].current.modelindex = ReadByte (m);
else

View File

@ -1387,13 +1387,19 @@ void SendLocalPlayerState(sv_t *tv, viewer_t *v, int playernum, netmsg_t *msg)
WriteByte(msg, playernum);
if (tv && tv->controller == v)
{
{ //we're the one that is actually playing.
v->trackplayer = tv->thisplayer;
flags = 0;
if (tv->players[tv->thisplayer].current.weaponframe)
flags |= PF_WEAPONFRAME;
if (tv->players[tv->thisplayer].current.effects)
flags |= PF_EFFECTS;
if (tv->players[tv->thisplayer].dead)
flags |= PF_DEAD;
if (tv->players[tv->thisplayer].gibbed)
flags |= PF_GIB;
for (j=0 ; j<3 ; j++)
if (tv->players[tv->thisplayer].current.velocity[j])
flags |= (PF_VELOCITY1<<j);