int animbits = deadbits;
if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
+ if(self.movetype == MOVETYPE_FOLLOW)
+ animbits |= ANIMSTATE_FOLLOW;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, false);
attacker.accuracy.(accuracy_frags[w-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ excess = frag_damage;
WEP_ACTION(self.weapon, WR_PLAYERDEATH);