ClientKill_Now(); // no oldself needed
return;
}
+ else if(g_cts && self.health == 1) // health == 1 means that it's silent
+ {
+ self.nextthink = time + 1;
+ self.cnt -= 1;
+ }
else
{
if(self.cnt <= 10)
entity e;
killtime = autocvar_g_balance_kill_delay;
- if(g_race_qualifying)
+ if(g_race_qualifying || g_cts)
killtime = 0;
+ if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
+ {
+ remove(self.killindicator);
+ self.killindicator = world;
+
+ ClientKill_Now(); // allow instant kill in this case
+ return;
+ }
+
self.killindicator_teamchange = targetteam;
- if(!self.killindicator)
+ if(!self.killindicator)
{
if(self.modelindex && self.deadflag == DEAD_NO)
{
ClientKill_TeamChange(0);
}
-void CTS_ClientKill_Think (void)
+void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
{
- self = self.owner; // set self to the player to be killed
- sprint(self, "^1You were killed in order to prevent cheating!");
- ClientKill_Now();
-}
-
-void CTS_ClientKill (float t) // silent version of ClientKill
-{
- entity e;
- e = spawn();
- e.owner = self;
- e.think = CTS_ClientKill_Think;
- e.nextthink = t;
+ e.killindicator = spawn();
+ e.killindicator.owner = e;
+ e.killindicator.think = KillIndicator_Think;
+ e.killindicator.nextthink = time + (e.lip) * 0.05;
+ e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
+ e.killindicator.health = 1; // this is used to indicate that it should be silent
+ e.lip = 0;
}
void DoTeamChange(float destteam)
if(frametime)
player_anim();
button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
- force_respawn = (g_lms || (g_ca) || autocvar_g_forced_respawn);
+ force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
if (self.deadflag == DEAD_DYING)
{
if(force_respawn)