#include "../deathtypes/all.qh"
#include "../turrets/sv_turrets.qh"
#include "../vehicles/all.qh"
- #include "../mapinfo.qh"
+ #include <common/gamemodes/_mod.qh>
#include <server/anticheat.qh>
#endif
{
TDEATHLOOP(player.origin)
{
- if (IS_PLAYER(player) && player.health >= 1)
+ if (IS_PLAYER(player) && GetResource(player, RES_HEALTH) >= 1)
{
if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team))
{
if(IS_PLAYER(head))
- if(head.health >= 1)
+ if(GetResource(head, RES_HEALTH) >= 1)
++tdeath_hit;
Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG.m_id, DMG_NOWEP, head.origin, '0 0 0');
}
setorigin(player, to);
player.oldorigin = to; // don't undo the teleport by unsticking
player.angles = to_angles;
+ if (IS_BOT_CLIENT(player))
+ {
+ player.v_angle = player.angles;
+ bot_aim_reset(player);
+ }
player.fixangle = true;
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
#ifdef SVQC
if(IS_PLAYER(player))
{
- if(tflags & TELEPORT_FLAG_TDEATH)
- if(player.takedamage && !IS_DEAD(player) && !g_race && !g_cts && (autocvar_g_telefrags || (tflags & TELEPORT_FLAG_FORCE_TDEATH)))
- tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
+ if((tflags & TELEPORT_FLAG_TDEATH) && player.takedamage && !IS_DEAD(player)
+ && !g_race && !g_cts && (autocvar_g_telefrags || (tflags & TELEPORT_FLAG_FORCE_TDEATH))
+ && !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
+ {
+ tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
+ }
// player no longer is on ground
UNSET_ONGROUND(player);
if(n == 0)
{
// no dest!
- objerror (this, "Teleporter with nonexistant target");
+ objerror (this, "Teleporter with nonexistent target");
return;
}
else if(n == 1)