GameLogEcho(strcat(":cts:", mode, ":", ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
}
-void KillIndicator_Think();
+void KillIndicator_Think(entity this);
void CTS_ClientKill(entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
{
e.killindicator = spawn();
e.killindicator.owner = e;
- e.killindicator.think = KillIndicator_Think;
+ setthink(e.killindicator, KillIndicator_Think);
e.killindicator.nextthink = time + (e.lip) * 0.05;
e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
e.killindicator.health = 1; // this is used to indicate that it should be silent
MUTATOR_HOOKFUNCTION(cts, ClientConnect)
{SELFPARAM();
- race_PreparePlayer();
+ race_PreparePlayer(this);
self.race_checkpoint = -1;
if(IS_REAL_CLIENT(self))
else
self.frags = FRAGS_SPECTATOR;
- race_PreparePlayer();
+ race_PreparePlayer(this);
self.race_checkpoint = -1;
return false;
{SELFPARAM();
if(spawn_spot.target == "")
// Emergency: this wasn't a real spawnpoint. Can this ever happen?
- race_PreparePlayer();
+ race_PreparePlayer(this);
// if we need to respawn, do it right
self.race_respawn_checkpoint = self.race_checkpoint;
if(!gameover)
{
if(self.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
- race_PreparePlayer();
+ race_PreparePlayer(this);
else // respawn
- race_RetractPlayer();
+ race_RetractPlayer(this);
race_AbandonRaceCheck(self);
}