if (this.killcount != FRAGS_SPECTATOR)
{
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
- if(!gameover)
+ if(!game_stopped)
if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
WriteByte(MSG_ONE, SVC_SETVIEW);
WriteEntity(MSG_ONE, this);
}
- if (gameover) {
+ if (game_stopped)
TRANSMUTE(Observer, this);
- }
SetSpectatee(this, NULL);
}
void KillIndicator_Think(entity this)
{
- if (gameover)
+ if (game_stopped)
{
this.owner.killindicator = NULL;
delete(this);
float killtime;
float starttime;
- if (gameover)
+ if (game_stopped)
return;
killtime = autocvar_g_balance_kill_delay;
void ClientKill (entity this)
{
- if(gameover) return;
+ if(game_stopped) return;
if(this.player_blocked) return;
if(STAT(FROZEN, this)) return;
// add a way to see what the items were BEFORE all of these checks for the mutator hook
int items_prev = this.items;
- if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
+ if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
this.modelflags |= MF_ROCKET;
else
this.modelflags &= ~MF_ROCKET;
if(this.vehicle)
{
- if(!gameover)
+ if(!game_stopped)
{
vehicles_exit(this.vehicle, VHEF_NORMAL);
return;
{
if(!STAT(FROZEN, this))
if(!IS_DEAD(this))
- if(!gameover)
+ if(!game_stopped)
{
entity head, closest_target = NULL;
head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
MUTATOR_CALLHOOK(PlayerPreThink, this);
- if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
+ if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
{
FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
if (IS_PLAYER(this)) {
CheckRules_Player(this);
- if (gameover || intermission_running) {
+ if (game_stopped || intermission_running) {
if(intermission_running)
IntermissionThink(this);
return;
this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
}
- else if (gameover || intermission_running) {
+ else if (game_stopped || intermission_running) {
if(intermission_running)
IntermissionThink(this);
return;
CheatFrame(this);
//CheckPlayerJump();
- if (gameover)
+ if (game_stopped)
{
this.solid = SOLID_NOT;
this.takedamage = DAMAGE_NO;
CheckRules_Player(this);
UpdateChatBubble(this);
if (this.impulse) ImpulseCommands(this);
- if (gameover)
+ if (game_stopped)
{
CSQCMODEL_AUTOUPDATE(this);
return;