#include "clientkill.qh"
-#include <common/weapons/_all.qh>
-#include <common/stats.qh>
-#include <server/client.qh>
-#include <server/player.qh>
-
-#include "g_damage.qh"
-#include "teamplay.qh"
-
-#include <common/vehicles/sv_vehicles.qh>
+#include <common/csqcmodel_settings.qh>
+#include <common/deathtypes/all.qh>
#include <common/mapobjects/triggers.qh>
#include <common/notifications/all.qh>
#include <common/stats.qh>
+#include <common/stats.qh>
+#include <common/vehicles/sv_vehicles.qh>
+#include <common/weapons/_all.qh>
+#include <server/client.qh>
+#include <server/damage.qh>
+#include <server/mutators/_mod.qh>
+#include <server/player.qh>
+#include <server/teamplay.qh>
void ClientKill_Now_TeamChange(entity this)
{
{
float starttime = max(time, clientkilltime);
- this.killindicator = spawn();
+ this.killindicator = new(killindicator);
this.killindicator.owner = this;
this.killindicator.scale = 0.5;
setattachment(this.killindicator, this, "");
IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST) && !it.killindicator,
{
- it.killindicator = spawn();
+ it.killindicator = new(killindicator);
it.killindicator.owner = it;
it.killindicator.scale = 0.5;
setattachment(it.killindicator, it, "");
void ClientKill_Silent(entity this, float _delay)
{
- this.killindicator = spawn();
+ this.killindicator = new(killindicator);
this.killindicator.owner = this;
setthink(this.killindicator, KillIndicator_Think);
this.killindicator.nextthink = time + (this.lip) * 0.05;