return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
// TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
// TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
{ // The ball just touched an object, most likely the world
pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
{ // The ball just touched an object, most likely the world
pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);