void viewmodel_animate(entity this)
{
- if (autocvar_chase_active) return;
- if (STAT(HEALTH) <= 0) return;
+ if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
entity view = CSQCModel_server2csqc(player_localentnum - 1);
{
// accumulate damage with each stat update
static float damage_total_prev = 0;
- float damage_total = STAT(DAMAGE_DEALT_TOTAL);
+ float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
damage_total_prev = damage_total;
stats_get();
hud = STAT(HUD);
- ReplicateVars(false);
- if (ReplicateVars_NOT_SENDING())
- ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+ ReplicateVars(REPLICATEVARS_CHECK);
HUD_Scale_Disable();
if(intermission && !intermission_time)
intermission_time = time;
+ if(STAT(GAME_STOPPED) && !game_stopped_time)
+ game_stopped_time = time;
+ else if(game_stopped_time && !STAT(GAME_STOPPED))
+ game_stopped_time = 0;
+
if(intermission && !isdemo() && !(calledhooks & HOOK_END))
{
if(calledhooks & HOOK_START)