void ClientKill_Now_TeamChange();
void freezetag_CheckWinner();
-void freezetag_Unfreeze();
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin, self.velocity);
Portal_ClearAllLater(self);
- // clear waypoints
- WaypointSprite_PlayerDead();
if(clienttype(self) == CLIENTTYPE_REAL)
{
if(g_freezetag)
return;
+ // when we get here, player actually dies
+ // clear waypoints (do this AFTER FreezeTag)
+ WaypointSprite_PlayerDead();
+
// make the corpse upright (not tilted)
self.angles_x = 0;
self.angles_z = 0;