IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
if(this.swampslug)
- delete(this.swampslug);
- this.in_swamp = false;
+ IL_REMOVE(g_swamped, this);
+ this.swampslug = NULL;
+ this.swamp_interval = 0;
+ IL_EACH(g_counters, it.realowner == this,
+ {
+ delete(it);
+ });
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
if (this.chatbubbleentity) delete(this.chatbubbleentity);
if (this.killindicator) delete(this.killindicator);
+ IL_EACH(g_counters, it.realowner == this,
+ {
+ delete(it);
+ });
+
WaypointSprite_PlayerGone(this);
bot_relinkplayerlist();
int GetPlayerLimit()
{
+ if(g_duel)
+ return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
int player_limit = autocvar_g_maxplayers;
MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
player_limit = M_ARGV(0, int);