void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- if(damage <= 0) { return; }
- if(warmup_stage || gameover) { return; }
- if(!round_handler_IsRoundStarted()) { return; }
+ if(damage <= 0) return;
+ if(warmup_stage || game_stopped) return;
+ if(!round_handler_IsRoundStarted()) return;
if (attacker != this)
{
void ons_GeneratorThink(entity this)
{
this.nextthink = time + GEN_THINKRATE;
- if (!gameover)
+ if (!game_stopped)
{
if(!this.isshielded && this.wait < time)
{
MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
{
- if(MUTATOR_RETURNVALUE || gameover) { return false; }
+ if(MUTATOR_RETURNVALUE || game_stopped) return false;
entity player = M_ARGV(0, entity);