diff --git a/regamedll/dlls/observer.cpp b/regamedll/dlls/observer.cpp index 037bc76b8..b00aae43a 100644 --- a/regamedll/dlls/observer.cpp +++ b/regamedll/dlls/observer.cpp @@ -288,12 +288,12 @@ void CBasePlayer::Observer_CheckTarget() else if (target->pev->effects & EF_NODRAW) { #ifdef REGAMEDLL_FIXES - bool bStillDying = (target->pev->deadflag == DEAD_DYING || (target->pev->deadflag == DEAD_DEAD && !target->HasTimePassedSinceDied(2.0f))); + bool bStillDying = (target->pev->deadflag == DEAD_DYING || (target->pev->deadflag == DEAD_DEAD && !target->HasTimePassedSinceDeath(2.0f))); if (!bStillDying || (target->m_afPhysicsFlags & PFLAG_OBSERVER)) // keep observing to victim until dying, even if it is invisible #endif Observer_FindNextPlayer(false); } - else if (target->pev->deadflag == DEAD_DEAD && target->HasTimePassedSinceDied(2.0f)) + else if (target->pev->deadflag == DEAD_DEAD && target->HasTimePassedSinceDeath(2.0f)) { // 2 secs after death change target Observer_FindNextPlayer(false); diff --git a/regamedll/dlls/player.cpp b/regamedll/dlls/player.cpp index 61945360a..b59badc54 100644 --- a/regamedll/dlls/player.cpp +++ b/regamedll/dlls/player.cpp @@ -3762,7 +3762,7 @@ void CBasePlayer::PlayerDeathThink() { // if the player has been dead for one second longer than allowed by forcerespawn, // forcerespawn isn't on. Send the player off to an intermission camera until they choose to respawn. - if (g_pGameRules->IsMultiplayer() && HasTimePassedSinceDied(3.0f) && !(m_afPhysicsFlags & PFLAG_OBSERVER)) + if (g_pGameRules->IsMultiplayer() && HasTimePassedSinceDeath(3.0f) && !(m_afPhysicsFlags & PFLAG_OBSERVER)) { // Send message to everybody to spawn a corpse. SpawnClientSideCorpse(); diff --git a/regamedll/dlls/player.h b/regamedll/dlls/player.h index a803021d4..4fd978c5d 100644 --- a/regamedll/dlls/player.h +++ b/regamedll/dlls/player.h @@ -578,7 +578,7 @@ class CBasePlayer: public CBaseMonster { bool IsHittingShield(Vector &vecDirection, TraceResult *ptr); bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot); bool IsReloading() const; - bool HasTimePassedSinceDied(float duration) const; + bool HasTimePassedSinceDeath(float duration) const; bool IsBlind() const { return (m_blindUntilTime > gpGlobals->time); } bool IsAutoFollowAllowed() const { return (gpGlobals->time > m_allowAutoFollowTime); } void InhibitAutoFollow(float duration) { m_allowAutoFollowTime = gpGlobals->time + duration; } @@ -929,7 +929,7 @@ inline bool CBasePlayer::IsReloading() const return false; } -inline bool CBasePlayer::HasTimePassedSinceDied(float duration) const +inline bool CBasePlayer::HasTimePassedSinceDeath(float duration) const { return gpGlobals->time > (m_fDeadTime + duration); }