// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
- DropAllRunes(self);
// increment frag counter for used weapon type
float w;
if(clienttype(self) == CLIENTTYPE_REAL)
{
- stuffcmd(self, "-zoom\n");
self.fixangle = TRUE;
//msg_entity = self;
//WriteByte (MSG_ONE, SVC_SETANGLE);
self.respawn_time = ceil((time + sdelay) / waves) * waves;
else
self.respawn_time = time + sdelay;
- self.stat_respawn_time = self.respawn_time;
if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
self.respawn_countdown = 10; // first number to count down from is 10
else
self.respawn_countdown = -1; // do not count down
+
+ if(g_lms || g_cts || autocvar_g_forced_respawn)
+ self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+
self.death_time = time;
if (random() < 0.5)
animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);