WriteByte(0, TE_CSQC_TEAMNAGGER);
}
-void send_CSQC_nexvelocity(entity e) {
- msg_entity = e;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_NEX_VELOCITY);
- WriteByte(MSG_ONE, bound(0, fabs(cvar("g_balance_nex_velocitydependent_halflife")), 1));
- WriteShort(MSG_ONE, cvar("g_balance_nex_velocitydependent_minspeed"));
- WriteShort(MSG_ONE, cvar("g_balance_nex_velocitydependent_maxspeed"));
- WriteByte(MSG_ONE, cvar("g_balance_nex_velocitydependent_falloff_rate"));
- WriteByte(MSG_ONE, cvar("g_balance_nex_secondary_charge"));
- WriteByte(MSG_ONE, cvar("g_balance_nex_secondary_charge_rate"));
-}
-
void send_CSQC_cr_maxbullets(entity e) {
msg_entity = e;
WriteByte(MSG_ONE, SVC_TEMPENTITY);
self.effects = 0;
self.air_finished = time + 12;
self.dmg = 2;
+ if(cvar("g_balance_nex_charge"))
+ self.nex_charge = cvar("g_balance_nex_charge_start");
if(inWarmupStage)
{
void ClientKill (void)
{
- ClientKill_TeamChange(0);
+ if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
+ {
+ // do nothing
+ }
+ else
+ ClientKill_TeamChange(0);
}
void DoTeamChange(float destteam)
else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
send_CSQC_teamnagger();
- send_CSQC_nexvelocity(self);
send_CSQC_cr_maxbullets(self);
CheatInitClient();
strunzone(self.netname_previous);
if(self.clientstatus)
strunzone(self.clientstatus);
+ if(self.weaponorder_byimpulse)
+ strunzone(self.weaponorder_byimpulse);
ClearPlayerSounds();