STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
+ // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
+ STAT(BUFFS, this) = 0;
+ STAT(BUFF_TIME, this) = 0;
+
this.air_finished = time + 12;
this.waterlevel = WATERLEVEL_NONE;
this.watertype = CONTENT_EMPTY;
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
CS(this).impulse = 0;
+ this.disableclientprediction = 1; // no need to run prediction on a spectator
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ if(WEP_CVAR(vortex, charge_always))
+ W_Vortex_Charge(this, weaponentity, frametime);
W_WeaponFrame(this, weaponentity);
}