void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- // become fully visible
- self.alpha = 1;
- // clear selected player display
- ClearSelectedPlayer();
- // throw a weapon
- SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ if(!g_freezetag)
+ {
+ // become fully visible
+ self.alpha = 1;
+ // clear selected player display
+ ClearSelectedPlayer();
+ // throw a weapon
+ SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ }
+
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
DropAllRunes(self);
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
DropAllRunes(self);
frag_attacker = attacker;
frag_inflictor = inflictor;
frag_target = self;
MUTATOR_CALLHOOK(PlayerDies);
frag_attacker = attacker;
frag_inflictor = inflictor;
frag_target = self;
MUTATOR_CALLHOOK(PlayerDies);