Small fix: prevent various player animations from ever triggering when dead

This commit is contained in:
Marisa the Magician 2019-09-27 21:08:05 +02:00
commit cd72ee9688

View file

@ -731,6 +731,7 @@ Class UTPlayer : DoomPlayer
override void PlayIdle()
{
if ( player.Health <= 0 ) return;
if ( (player && (player.mo == self)) && (player.crouchdir == -1) )
{
// Crouching
@ -794,6 +795,7 @@ Class UTPlayer : DoomPlayer
override void PlayRunning()
{
if ( player.Health <= 0 ) return;
if ( (player && (player.mo == self)) && (player.crouchdir == -1) )
{
// Crouching
@ -843,6 +845,7 @@ Class UTPlayer : DoomPlayer
override void PlayAttacking()
{
if ( player.Health <= 0 ) return;
// no animation if crouched
if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
// check weapon type
@ -872,18 +875,21 @@ Class UTPlayer : DoomPlayer
virtual void PlayAttacking3()
{
if ( player.Health <= 0 ) return;
if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
SetStateLabel("Missile");
}
virtual void PlayReloading()
{
if ( player.Health <= 0 ) return;
if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
SetStateLabel("Reload");
}
virtual void PlayLanding()
{
if ( player.Health <= 0 ) return;
if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
SetStateLabel("Landing");
}