void nades_Clear(entity player);
-#define CA_ALIVE_TEAMS_OK() (Team_GetNumberOfAliveTeams() == NumTeams(ca_teams))
float CA_CheckWinner()
{
if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
static int prev_missing_teams_mask;
allowed_to_spawn = true;
CA_count_alive_players();
- if(CA_ALIVE_TEAMS_OK())
+ if (Team_GetNumberOfAliveTeams() == NumTeams(ca_teams))
{
if(prev_missing_teams_mask > 0)
Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
{
entity last_pl = NULL;
FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
- if (!IS_DEAD(it))
- if (SAME_TEAM(this, it))
- if (!last_pl)
- last_pl = it;
- else
- return NULL;
+ if (!IS_DEAD(it) && SAME_TEAM(this, it))
+ {
+ if (!last_pl)
+ last_pl = it;
+ else
+ return NULL;
+ }
});
return last_pl;
}
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
float frag_damage = M_ARGV(7, float);
- float damage_take = bound(0, M_ARGV(4, float), GetResourceAmount(frag_target, RESOURCE_HEALTH));
- float damage_save = bound(0, M_ARGV(5, float), GetResourceAmount(frag_target, RESOURCE_ARMOR));
+ float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+ float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
float excess = max(0, frag_damage - damage_take - damage_save);