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game: clear es event sequence on respawn as well

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isRyven authored and rmarquis committed Sep 9, 2019
1 parent 404b004 commit 5f3c160e1c78d4377bc1812380e696aaadd42416
Showing with 5 additions and 1 deletion.
  1. +4 −0 src/game/bg_misc.c
  2. +1 −1 src/game/g_client.c
@@ -3753,6 +3753,10 @@ void BG_PlayerStateToEntityState(playerState_t *ps, entityState_t *s, int time,
s->eventParm = ps->eventParms[seq];
ps->entityEventSequence++;
}
else if (ps->eventSequence == 0)
{
s->eventSequence = 0;
}

// now using a circular list of events for all entities
// add any new events that have been added to the playerState_t
@@ -2831,7 +2831,7 @@ void ClientSpawn(gentity_t *ent, qboolean revived, qboolean teamChange, qboolean
client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
client->ps.eFlags = flags;
client->deathTime = savedDeathTime;

// Reset/restore special weapon time
if (
((g_stickyCharge.integer & STICKYCHARGE_SELFKILL) && isMortalSelfDamage(ent))

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