+#include <server/intermission.qh>
+#include <server/damage.qh>
+#include <server/world.qh>
+#include <server/items/items.qh>
+#include <server/race.qh>
void shockwave_spawn(string m, vector org, float sz, float t1, float t2)
{
return modeleffect_spawn(m, 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, sz, 1, t1, t2);
}
void shockwave_spawn(string m, vector org, float sz, float t1, float t2)
{
return modeleffect_spawn(m, 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, sz, 1, t1, t2);
}
// effects
Send_Effect_(flag.capeffect, flag.origin, '0 0 0', 1);
// effects
Send_Effect_(flag.capeffect, flag.origin, '0 0 0', 1);
- //shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
+#if 0
+ shockwave_spawn("models/ctf/shockwavetransring.md3", flag.origin - '0 0 15', -0.8, 0, 1);
+#endif
WaypointSprite_UpdateHealth(player.wps_flagcarrier, healtharmor_maxdamage(GetResource(player, RES_HEALTH), GetResource(player, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x);
}
WaypointSprite_UpdateHealth(player.wps_flagcarrier, healtharmor_maxdamage(GetResource(player, RES_HEALTH), GetResource(player, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x);
}
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
if(head != player && SAME_TEAM(head, player))
if(!head.speedrunning && !head.vehicle)
{
if(head != player && SAME_TEAM(head, player))
if(!head.speedrunning && !head.vehicle)
{
vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
vector passer_center = CENTER_OR_VIEWOFS(player);
vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
vector passer_center = CENTER_OR_VIEWOFS(player);