- float i;
- entity e;
-
- float temp_tag_players_count;
- temp_tag_players_count = tag_players_count;
-
- if(frag_target.tagcolor == frag_target.tagcolor_original) // if this is the first time we die... (our tagcolor remained unchanged)
- {
- for(i = 0; i < temp_tag_players_count; ++i) // check other players...
- {
- e = tag_players[i];
- if(e == world) // empty slot, skip to next
- {
- if(temp_tag_players_count < TAGCOLOR_MAX - 1) // just in case
- ++temp_tag_players_count;
- continue;
- }
-
- if(e.tagcolor == frag_target.tagcolor_original) // and see if they have our original tag color
- {
- tag_GetFragAttackers_ColorOwner();
- centerprint(e, strcat("^1Your master ^7", frag_target.netname, "^1 was tagged by ^7", frag_attacker.netname, " ^1with ^7", color_owner_red, " ^1color.\n"));
- e.tagcolor = frag_attacker.tagcolor; // if so, remove it, our tag color has now "died out" from this round and we can not win anymore. The attacker will "summon" all of our previously fragged targets, and also us.
- setcolor(e, 16 * e.tagcolor + e.tagcolor);
- }
- }
- }
- else
- {
- frag_target.tagcolor = frag_attacker.tagcolor;
- setcolor(frag_target, 16 * frag_target.tagcolor + frag_target.tagcolor);
- }
-
- tag_GetFragAttackers_ColorOwner();
-
- if(color_owner_self)
- color_owner_green = "^2your own";
- centerprint(frag_attacker, strcat("^2You tagged ^7", frag_target.netname, " ^2with ^7", color_owner_green, " ^2color.\n"));
-
- if(color_owner_self)
- color_owner_red = "^1their own";
- centerprint(frag_target, strcat("^1You were tagged by ^7", frag_attacker.netname, " ^1with ^7", color_owner_red, " ^1color.\n"));
- bprint("^7", frag_target.netname, "^1 was tagged by ^7", frag_attacker.netname, " ^1with ^7", color_owner_red, " ^1color.\n");
-
- frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
-
- tag_CheckWinner();
-