#include "spawnpoints.qh"
#include "resources.qh"
#include "g_damage.qh"
+#include "handicap.qh"
#include "g_hook.qh"
#include "command/common.qh"
#include "cheats.qh"
bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
PlayerState_detach(this);
- if (IS_PLAYER(this) && this.health >= 1) {
- // despawn effect
- Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+ if (IS_PLAYER(this))
+ {
+ if(this.health >= 1)
+ {
+ // despawn effect
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+ }
+
+ // was a player, recount votes and ready status
+ if(IS_REAL_CLIENT(this))
+ {
+ if (vote_called) { VoteCount(false); }
+ ReadyCount();
+ }
}
{
this.flags |= FL_NOTARGET;
this.takedamage = DAMAGE_AIM;
this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
- this.dmg = 2; // WTF
if (warmup_stage) {
this.ammo_shells = warmup_start_ammo_shells;
it.init_for_player(it, this);
});
+ Handicap_Initialize(this);
+
MUTATOR_CALLHOOK(ClientConnect, this);
if (IS_REAL_CLIENT(this))
if(this.air_finished < time)
PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
this.air_finished = time + autocvar_g_balance_contents_drowndelay;
- this.dmg = 2;
}
else if (this.air_finished < time)
{ // drown!