clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
set_movetype(clone, this.move_movetype);
clone.solid = this.solid;
- clone.ballistics_density = this.ballistics_density;
clone.takedamage = this.takedamage;
setcefc(clone, getcefc(this));
clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
- attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
+ CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
damage = M_ARGV(4, float);
set_movetype(this, MOVETYPE_TOSS);
// shootable corpse
this.solid = SOLID_CORPSE;
- this.ballistics_density = autocvar_g_ballistics_density_corpse;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
// don't stick to the floor
UNSET_ONGROUND(this);
// dying animation
this.deadflag = DEAD_DYING;
+ STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+
// when to allow respawn
calculate_player_respawn_time(this);