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hub / github.com/assaultcube/AC / deathstate

Function deathstate

source/src/clientgame.cpp:430–450  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

428COMMANDF(getmode, "i", (int *acr) { result(modestr(gamemode, *acr != 0)); });
429
430void deathstate(playerent *pl)
431{
432 pl->state = CS_DEAD;
433 pl->spectatemode = SM_DEATHCAM;
434 pl->lastdeath = pl->lastpain = lastmillis;
435 pl->move = pl->strafe = 0;
436 pl->pitch = pl->roll = pl->movroll = pl->effroll = 0;
437 pl->attacking = false;
438 pl->weaponsel->onownerdies();
439
440 if(pl==player1)
441 {
442 if(showscoresondeath) showscores(true);
443 setscope(false);
444 if(editmode) toggleedit(true);
445 if(pl->team == TEAM_SPECT) spectatemode(SM_FLY);
446 else if(team_isspect(pl->team)) spectatemode(SM_FOLLOW1ST);
447 if(pl->spectatemode == SM_DEATHCAM) addmsg(SV_SPECTCN, "ri", (player1->followplayercn = FPCN_DEATHCAM));
448 }
449 else pl->resetinterp();
450}
451
452void spawnstate(playerent *d) // reset player state not persistent accross spawns
453{

Callers 2

parsemessagesFunction · 0.85
dokillFunction · 0.85

Calls 7

showscoresFunction · 0.85
setscopeFunction · 0.85
toggleeditFunction · 0.85
spectatemodeFunction · 0.85
addmsgFunction · 0.85
resetinterpMethod · 0.80
onownerdiesMethod · 0.45

Tested by

no test coverage detected