}\r
SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);\r
}\r
+ portrait(attacker, targ);\r
}\r
else\r
{\r
}\r
SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);\r
}\r
+ portrait(attacker, targ);\r
}\r
\r
if(sv_gentle) {\r
attacker.teamkill_complain = time + 5;\r
attacker.teamkill_soundtime = time + 0.4;\r
attacker.teamkill_soundsource = targ;\r
+ portrait(targ, attacker);\r
}\r
}\r
}\r
\r
// lean the player based on the amount of damage taken\r
if(cvar("g_leanplayer_damage"))\r
- if(WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
+ if(targ.classname == "player" && WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
{\r
targ.leanangle_damage_loc = hitloc - targ.origin;\r
targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any\r