self.dmg_inflictor = spectatee.dmg_inflictor;
self.v_angle = spectatee.v_angle;
self.angles = spectatee.v_angle;
+ self.frozen = spectatee.frozen;
+ self.revive_progress = spectatee.revive_progress;
if(!self.BUTTON_USE)
self.fixangle = TRUE;
setorigin(self, spectatee.origin);
{
self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
self.health = max(1, self.revive_progress * autocvar_g_balance_health_start);
+ self.iceblock.alpha = 1 - self.revive_progress;
if(self.revive_progress >= 1)
Unfreeze(self);