this.killindicator_teamchange = targetteam;
+ // this.killindicator.count == 1 means that the kill indicator was spawned by ClientKill_Silent
+ if(killtime <= 0 && this.killindicator && this.killindicator.count == 1)
+ {
+ ClientKill_Now(this); // allow instant kill in this case
+ return;
+ }
+
if (!this.killindicator)
{
if (!IS_DEAD(this))
}
+void ClientKill_Silent(entity this, float _delay)
+{
+ this.killindicator = spawn();
+ this.killindicator.owner = this;
+ setthink(this.killindicator, KillIndicator_Think);
+ this.killindicator.nextthink = time + (this.lip) * 0.05;
+ this.killindicator.cnt = ceil(_delay);
+ this.killindicator.count = 1; // this is used to indicate that it should be silent
+ this.lip = 0;
+}
+
// Called when a client types 'kill' in the console
void ClientKill(entity this)
{