Reset bounding box when player dies. This should get rid of #11.
parent
c8a3a64d38
commit
fc671ec6b6
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@ -353,7 +353,9 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
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dentity:SetPos(victim:GetPos())
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dentity:SetVelocity(victim:GetVelocity())
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local physics = victim:GetPhysicsObject()
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dentity:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :(
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if !!victim:GetBloodColor() then
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dentity:SetBloodColor(victim:GetBloodColor()) -- this thing was alive, ya know? :(
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end
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dentity:Spawn()
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local dphysics = dentity:GetPhysicsObject()
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dphysics:SetAngles(physics:GetAngles())
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@ -365,7 +367,6 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
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dentity:Fire("enablemotion","",0)
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// Let the entity bleed wahahaha. I'm mad, ain't I?
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victim:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :(
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local traceworld = {}
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traceworld.start = victim:GetPos() + Vector(0, 0, 20)
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traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down
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@ -377,6 +378,12 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
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edata:SetNormal(trw.Normal)
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edata:SetEntity(dentity)
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util.Effect("BloodImpact", edata)
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// Reset the victim's bounding box to solve the issue with getting stuck at spawn
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victim:ResetHull()
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umsg.Start("resetHull", owner)
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umsg.Entity(owner)
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umsg.End()
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end
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end)
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