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authorTim Angus <tim@ngus.net>2005-12-06 02:26:32 +0000
committerTim Angus <tim@ngus.net>2005-12-06 02:26:32 +0000
commitaf79e2e7a425a3965b55d80fd5dd5e4dc92dcc45 (patch)
tree59daf2b63ec7022e866d2094766bb5bccbfa72dc /src/cgame/cg_playerstate.c
parentfd65393a26be093d770d4b77e17381fab2862aed (diff)
* Pain blends
Diffstat (limited to 'src/cgame/cg_playerstate.c')
-rw-r--r--src/cgame/cg_playerstate.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
index 4837df9b..489b024d 100644
--- a/src/cgame/cg_playerstate.c
+++ b/src/cgame/cg_playerstate.c
@@ -141,6 +141,8 @@ void CG_Respawn( void )
// select the weapon the server says we are using
cg.weaponSelect = cg.snap->ps.weapon;
+
+ CG_ResetPainBlend( );
}
/*
@@ -271,6 +273,8 @@ void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops )
cg.thisFrameTeleport = qtrue;
// make sure we don't get any unwanted transition effects
*ops = *ps;
+
+ CG_ResetPainBlend( );
}
// damage events (player is getting wounded)