#include "clientkill.qh"
-#include <server/defs.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
+#include <server/client.qh>
+#include <server/player.qh>
-#include "g_damage.qh"
+#include "damage.qh"
#include "teamplay.qh"
#include <common/vehicles/sv_vehicles.qh>
+#include <common/mapobjects/triggers.qh>
#include <common/notifications/all.qh>
#include <common/stats.qh>
PutObserverInServer(this);
}
else
- SV_ChangeTeam(this, this.killindicator_teamchange - 1);
+ {
+ Player_SetTeamIndexChecked(this, Team_TeamToIndex(
+ this.killindicator_teamchange));
+ }
this.killindicator_teamchange = 0;
}
this.killindicator.count = bound(0, ceil(killtime), 10);
//sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
- IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
+ IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST) && !it.killindicator,
{
it.killindicator = spawn();
it.killindicator.owner = it;
// Called when a client types 'kill' in the console
void ClientKill(entity this)
{
- // TODO: once .health is removed, will need to check it here for the "already dead" message!
-
if (game_stopped || this.player_blocked || STAT(FROZEN, this))
return;