void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
{
if(autocvar_sv_eventlog)
- GameLogEcho(strcat(":cts:", mode, ":", ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
+ GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
}
void KillIndicator_Think(entity this);
{
float s;
- Score_NicePrint(world);
+ Score_NicePrint(NULL);
race_ClearRecords();
PlayerScore_Sort(race_place, 0, 1, 0);
if(player.killindicator && player.killindicator.health == 1) // player.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
{
remove(player.killindicator);
- player.killindicator = world;
+ player.killindicator = NULL;
ClientKill_Now(player); // allow instant kill in this case
return;