+ else if (type == DEATH_FALL) {
+ HUD_KillNotify_Push(s2, s1, DEATH_FALL);
+ print ("^1",s1, "^1 was grounded by ", s2, "\n");
+ }
+ else if (type == DEATH_SHOOTING_STAR) {
+ HUD_KillNotify_Push(s2, s1, DEATH_FALL);
+ print ("^1",s1, "^1 was shot into space by ", s2, "\n");
+ }
+ else if (type == DEATH_SWAMP) {
+ HUD_KillNotify_Push(s2, s1, DEATH_FALL);
+ print ("^1",s1, "^1 was conserved by ", s2, "\n");
+ }
+ else if (type == DEATH_HURTTRIGGER && s3 != "")
+ {
+ HUD_KillNotify_Push(s2, s1, DEATH_FALL);
+ // p ?!?! :o
+ //if(p < 0)
+ print("^1", s1, "^1 ", s3, " ", s2, "\n");
+ //else
+ // bprint("^1", s1, "^1 ", substring(s3, 0, p), s2, "^1", substring(s3, p+1, strlen(s3) - (p+1)), "\n");
+ }
+ else if(type == DEATH_SBCRUSH)
+ print ("^1",s1, "^1 was crushed by ^1", s2, "\n");
+ else if(type == DEATH_SBMINIGUN)
+ print ("^1",s1, "^1 got shredded by ^1", s2, "\n");
+ else if(type == DEATH_SBROCKET)
+ print ("^1",s1, "^1 was blased to bits by ^1", s2, "\n");
+ else if(type == DEATH_SBBLOWUP)
+ print ("^1",s1, "^1 got cought in the destruction of ^1", s2, "'s vehicle\n");
+
+ else if(type == DEATH_WAKIGUN)
+ print ("^1",s1, "^1 was bolted down by ^1", s2, "\n");
+ else if(type == DEATH_WAKIROCKET)
+ print ("^1",s1, "^1 could find no shelter from ^1", s2, "'s rockets\n");
+ else if(type == DEATH_WAKIBLOWUP)
+ print ("^1",s1, "^1 dies when ^1", s2, "'s wakizashi dies.\n");
+
+ else if(type == DEATH_TURRET)
+ print ("^1",s1, "^1 was pushed into the line of fire by ^1", s2, "\n");
+ else if(type == DEATH_TOUCHEXPLODE)
+ print ("^1",s1, "^1 was pushed into an accident by ^1", s2, "\n");
+ else if(type == DEATH_CHEAT)
+ print ("^1",s1, "^1 was unfairly eliminated by ^1", s2, "\n");
+ else if (type == DEATH_FIRE)
+ print ("^1",s1, "^1 was burnt to death by ^1", s2, "\n");
+ else if (type == DEATH_CUSTOM)
+ print ("^1",s1, "^1 ", s2, "\n");
+ else
+ print ("^1",s1, "^1 was fragged by ", s2, "\n");
+ } else if(msg == MSG_SPREE) {
+ if(type == KILL_END_SPREE) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1,"'s ^1", s2, " scoring spree was ended by ", s3, "\n");
+ else
+ print ("^1",s1,"'s ^1", s2, " kill spree was ended by ", s3, "\n");
+ } else if(type == KILL_SPREE) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1,"^1 made ",s2," scores in a row\n");
+ else
+ print ("^1",s1,"^1 has ",s2," frags in a row\n");
+ } else if(type == KILL_SPREE_3) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 made a ^1TRIPLE SCORE\n");
+ else
+ print (s1,"^7 made a ^1TRIPLE FRAG\n");
+ } else if(type == KILL_SPREE_5) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 unleashes ^1SCORING RAGE\n");
+ else
+ print (s1,"^7 unleashes ^1RAGE\n");
+ } else if(type == KILL_SPREE_10) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 made ^1TEN SCORES IN A ROW!\n");
+ else
+ print (s1,"^7 starts the ^1MASSACRE!\n");
+ } else if(type == KILL_SPREE_15) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");
+ else
+ print (s1,"^7 executes ^1MAYHEM!\n");
+ } else if(type == KILL_SPREE_20) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 made ^1TWENTY SCORES IN A ROW!\n");
+ else
+ print (s1,"^7 is a ^1BERSERKER!\n");
+ } else if(type == KILL_SPREE_25) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");
+ else
+ print (s1,"^7 inflicts ^1CARNAGE!\n");
+ } else if(type == KILL_SPREE_30) {
+ if(cvar("cl_gentle"))
+ print (s1,"^7 made ^1THIRTY SCORES IN A ROW!\n");
+ else
+ print (s1,"^7 unleashes ^1ARMAGEDDON!\n");
+ }
+ } else if(msg == MSG_KILL_ACTION) { // wtf is this? isnt it basically the same as MSG_SUICIDE?
+ HUD_KillNotify_Push(s1, "", DEATH_KILL);
+ if (type == DEATH_DROWN) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1, "^1 was in the water for too long\n");
+ else
+ print ("^1",s1, "^1 drowned\n");
+ }
+ else if (type == DEATH_SLIME)
+ print ("^1",s1, "^1 was slimed\n");
+ else if (type == DEATH_LAVA) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1, "^1 found a hot place\n");
+ else
+ print ("^1",s1, "^1 turned into hot slag\n");
+ }
+ else if (type == DEATH_FALL) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1, "^1 tested gravity (and it worked)\n");
+ else
+ print ("^1",s1, "^1 hit the ground with a crunch\n");
+ }
+ else if (type == DEATH_SHOOTING_STAR)
+ print ("^1",s1, "^1 became a shooting star\n");
+ else if (type == DEATH_SWAMP) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1, "^1 discovered a swamp\n");
+ else
+ print ("^1",s1, "^1 is now conserved for centuries to come\n");
+ }
+ else if(type == DEATH_TURRET)
+ print ("^1",s1, "^1 was mowed down by a turret \n");
+ else if (type == DEATH_CUSTOM)
+ print ("^1",s1, "^1 ", s2, "\n");
+ else if(type == DEATH_TOUCHEXPLODE)
+ print ("^1",s1, "^1 died in an accident\n");
+ else if(type == DEATH_CHEAT)
+ print ("^1",s1, "^1 was unfairly eliminated\n");
+ else if(type == DEATH_FIRE) {
+ if(cvar("cl_gentle"))
+ print ("^1",s1, "^1 felt a little hot\n");
+ else
+ print ("^1",s1, "^1 burnt to death\n");
+ }
+ else {
+ if(cvar("cl_gentle"))
+ print ("^1",s1, "^1 needs a restart\n");
+ else
+ print ("^1",s1, "^1 died\n");
+ }
+ } else if(msg == MSG_KILL_ACTION_SPREE) {
+ HUD_KillNotify_Push(s1, "", DEATH_KILL);
+ if(cvar("cl_gentle"))
+ print ("^1",s1,"^1 needs a restart after a ",s2," scoring spree\n");
+ else
+ print ("^1",s1,"^1 died with a ",s2," kill spree\n");
+ } else if(msg == MSG_INFO) {
+ if(type == INFO_GOTFLAG) {
+ HUD_KillNotify_Push(s1, s2, INFO_GOTFLAG);
+ print(s1, "^7 got the ", s2, "\n");
+ } else if(type == INFO_LOSTFLAG) {
+ HUD_KillNotify_Push(s1, s2, INFO_LOSTFLAG);
+ print(s1, "^7 lost the ", s2, "\n");
+ } else if(type == INFO_PICKUPFLAG) {
+ HUD_KillNotify_Push(s1, s2, INFO_GOTFLAG);
+ print(s1, "^7 picked up the ", s2, "\n");
+ } else if(type == INFO_RETURNFLAG) {
+ HUD_KillNotify_Push(s1, s2, INFO_RETURNFLAG);
+ print(s1, "^7 returned the ", s2, "\n");
+ }
+ }