Small fix: prevent various player animations from ever triggering when dead
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00de3f29e1
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1 changed files with 6 additions and 0 deletions
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@ -731,6 +731,7 @@ Class UTPlayer : DoomPlayer
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override void PlayIdle()
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{
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if ( player.Health <= 0 ) return;
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) )
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{
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// Crouching
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@ -794,6 +795,7 @@ Class UTPlayer : DoomPlayer
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override void PlayRunning()
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{
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if ( player.Health <= 0 ) return;
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) )
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{
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// Crouching
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@ -843,6 +845,7 @@ Class UTPlayer : DoomPlayer
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override void PlayAttacking()
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{
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if ( player.Health <= 0 ) return;
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// no animation if crouched
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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// check weapon type
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@ -872,18 +875,21 @@ Class UTPlayer : DoomPlayer
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virtual void PlayAttacking3()
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{
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if ( player.Health <= 0 ) return;
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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SetStateLabel("Missile");
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}
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virtual void PlayReloading()
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{
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if ( player.Health <= 0 ) return;
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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SetStateLabel("Reload");
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}
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virtual void PlayLanding()
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{
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if ( player.Health <= 0 ) return;
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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SetStateLabel("Landing");
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}
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