self.damageforcescale = 0;
self.death_time = 0;
self.respawn_time = 0;
- self.respawn_schedule = 0;
self.alpha = 0;
self.scale = 0;
self.fade_time = 0;
self.damageforcescale = 2;
self.death_time = 0;
self.respawn_time = 0;
- self.respawn_schedule = 0;
self.scale = 0;
self.fade_time = 0;
self.pain_frame = 0;
self.stat_game_starttime = game_starttime;
self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
self.stat_leadlimit = autocvar_leadlimit;
+ self.stat_respawn_time = self.respawn_time;
if(frametime)
{
ShowRespawnCountdown();
}
- if(self.respawn_schedule != self.respawn_time)
- self.respawn_schedule = self.respawn_time;
- if(self.deadflag == DEAD_RESPAWNING && self.respawn_schedule > 0)
- self.respawn_schedule *= -1; // invert to indicate we're awaiting respawn, the client translates this
+ // if respawning, invert stat_respawn_time to indicate this, the client translates it
+ if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
+ self.stat_respawn_time *= -1;
return;
}