if(!round_handler_IsRoundStarted())
return true;
- int n;
entity player = M_ARGV(0, entity);
//if (STAT(FROZEN, player) == FROZEN_NORMAL)
//if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
//player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
+ if (!(frametime && IS_PLAYER(player)))
+ return true;
+
entity reviving_players_last = NULL;
entity reviving_players_first = NULL;
+ int n;
if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
n = -1;
else
MUTATOR_HOOKFUNCTION(ft, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
//start_health = warmup_start_health = cvar("g_lms_start_health");
//start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");