#include "sv_keepaway.qh"
#include <common/effects/all.qh>
+#include <server/client.qh>
+#include <server/gamelog.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
.entity ballcarried;
return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
}
+MUTATOR_HOOKFUNCTION(ka, Scores_CountFragsRemaining)
+{
+ // announce remaining frags, but only when timed scoring is off
+ return !autocvar_g_keepaway_score_timepoints;
+}
+
MUTATOR_HOOKFUNCTION(ka, PlayerPreThink)
{
entity player = M_ARGV(0, entity);
}
}
-MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in damage.qc
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
frag_force *= autocvar_g_keepaway_ballcarrier_force;
}
}
- else if (!frag_target.ballcarried) // if the target is a noncarrier
+ else if (IS_PLAYER(frag_attacker) && !frag_target.ballcarried) // if the target is a noncarrier
{
if(frag_target == frag_attacker) // damage done to yourself
{