#include <common/effects/qc/globalsound.qh>
+#include "../common/triggers/func/conveyor.qh"
#include "../common/triggers/teleporters.qh"
#include "../common/vehicles/all.qh"
accuracy_resend(this);
this.spectatortime = time;
+ if(this.bot_attack)
+ IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
this.hud = HUD_NORMAL;
TRANSMUTE(Observer, this);
this.oldorigin = this.origin;
this.prevorigin = this.origin;
this.lastteleporttime = time; // prevent insane speeds due to changing origin
+ if(this.conveyor)
+ IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
this.hud = HUD_NORMAL;
this.event_damage = PlayerDamage;
+ if(!this.bot_attack)
+ IL_PUSH(g_bot_targets, this);
this.bot_attack = true;
this.monster_attack = true;
this.killindicator.count = bound(0, ceil(killtime), 10);
//sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
- FOREACH_ENTITY_ENT(enemy, this,
+ IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
{
- if(it.classname != "body")
- continue;
it.killindicator = spawn();
it.killindicator.owner = it;
it.killindicator.scale = 0.5;
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
- FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
+ IL_EACH(g_initforplayer, it.init_for_player, {
it.init_for_player(it, this);
});