#include <server/damage.qh>
#include <server/mutators/_mod.qh>
#include <server/player.qh>
+#include <server/round_handler.qh>
#include <server/teamplay.qh>
void ClientKill_Now_TeamChange(entity this)
return;
killtime = M_ARGV(1, float);
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ killtime = min(killtime, 1);
+
this.killindicator_teamchange = targetteam;
// this.killindicator.count == 1 means that the kill indicator was spawned by ClientKill_Silent
if (!IS_DEAD(this))
{
killtime = max(killtime, this.clientkill_nexttime - time);
- this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
+ float antispam_delay = autocvar_g_balance_kill_antispam;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ antispam_delay = min(antispam_delay, 2);
+ this.clientkill_nexttime = time + killtime + antispam_delay;
}
if (killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))