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Allow observe for dying player with EF_NODRAW effect (#647)
* Observer_IsValidTarget: checks refactoring
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commit
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@ -29,7 +29,19 @@ CBasePlayer *CBasePlayer::__API_HOOK(Observer_IsValidTarget)(int iPlayerIndex, b
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(iPlayerIndex);
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(iPlayerIndex);
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// Don't spec observers or players who haven't picked a class yet
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// Don't spec observers or players who haven't picked a class yet
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if (!pPlayer || pPlayer == this || pPlayer->has_disconnected || pPlayer->GetObserverMode() != OBS_NONE || (pPlayer->pev->effects & EF_NODRAW) || pPlayer->m_iTeam == UNASSIGNED || (bSameTeam && pPlayer->m_iTeam != m_iTeam))
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if (!pPlayer || pPlayer == this)
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return nullptr;
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if (pPlayer->has_disconnected)
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return nullptr;
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if (pPlayer->GetObserverMode() != OBS_NONE)
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return nullptr;
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if (pPlayer->pev->effects & EF_NODRAW)
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return nullptr;
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if (pPlayer->m_iTeam == UNASSIGNED || (bSameTeam && pPlayer->m_iTeam != m_iTeam))
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return nullptr;
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return nullptr;
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return pPlayer;
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return pPlayer;
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@ -269,12 +281,21 @@ void CBasePlayer::Observer_CheckTarget()
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CBasePlayer *target = UTIL_PlayerByIndex(m_hObserverTarget->entindex());
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CBasePlayer *target = UTIL_PlayerByIndex(m_hObserverTarget->entindex());
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// check taget
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// check taget
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if (!target || target->pev->deadflag == DEAD_RESPAWNABLE || (target->pev->effects & EF_NODRAW))
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if (!target || target->pev->deadflag == DEAD_RESPAWNABLE)
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{
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Observer_FindNextPlayer(false);
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Observer_FindNextPlayer(false);
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}
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else if (target->pev->effects & EF_NODRAW)
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{
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#ifdef REGAMEDLL_FIXES
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bool bStillDying = (target->pev->deadflag == DEAD_DYING || (target->pev->deadflag == DEAD_DEAD && (gpGlobals->time <= target->m_fDeadTime + 2.0f)));
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if (!bStillDying || (target->m_afPhysicsFlags & PFLAG_OBSERVER)) // keep observing to victim until dying, even if it is invisible
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#endif
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Observer_FindNextPlayer(false);
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}
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else if (target->pev->deadflag == DEAD_DEAD && gpGlobals->time > target->m_fDeadTime + 2.0f)
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else if (target->pev->deadflag == DEAD_DEAD && gpGlobals->time > target->m_fDeadTime + 2.0f)
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{
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{
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// 3 secs after death change target
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// 2 secs after death change target
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Observer_FindNextPlayer(false);
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Observer_FindNextPlayer(false);
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if (!m_hObserverTarget)
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if (!m_hObserverTarget)
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