.entity pusher;
.float pushltime;
-.float oldcolormap; // also used in cl_client.c:void respawn(void)
-
.float CopyBody_nextthink;
.void(void) CopyBody_think;
void CopyBody_Think(void)
self = spawn();
self.enemy = oldself;
self.lip = oldself.lip;
- self.colormap = oldself.oldcolormap;
+ self.colormap = oldself.colormap;
self.iscreature = oldself.iscreature;
self.damagedbycontents = oldself.damagedbycontents;
self.angles = oldself.angles;
self.animstate_endtime = oldself.animstate_endtime;
self.animstate_override = oldself.animstate_override;
self.animstate_looping = oldself.animstate_looping;
+ self.death_time = oldself.death_time;
self.frame = oldself.frame;
self.pain_finished = oldself.pain_finished;
self.health = oldself.health;
if(!waves)
waves = autocvar_g_respawn_waves;
if(waves)
- self.death_time = ceil((time + sdelay) / waves) * waves;
+ self.respawn_time = ceil((time + sdelay) / waves) * waves;
else
- self.death_time = time + sdelay;
- if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
+ self.respawn_time = time + sdelay;
+ if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
self.respawn_countdown = 10; // first number to count down from is 10
else
self.respawn_countdown = -1; // do not count down
+ self.death_time = time;
if (random() < 0.5)
setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
else