#include <common/effects/all.qh>
#include "bot/api.qh"
#include "g_hook.qh"
+#include <server/gamelog.qh>
#include <server/mutators/_mod.qh>
#include "teamplay.qh"
#include "scores.qh"
delete(this);
return;
}
- setorigin(this, this.owner.origin - '0 0 16');
+ vector ice_org = this.owner.origin - '0 0 16';
+ if (this.origin != ice_org)
+ setorigin(this, ice_org);
this.nextthink = time;
}
entity ice = new(ice);
ice.owner = targ;
ice.scale = targ.scale;
+ // set_movetype(ice, MOVETYPE_FOLLOW) would rotate the ice model with the player
setthink(ice, Ice_Think);
ice.nextthink = time;
ice.frame = floor(random() * 21); // ice model has 20 different looking frames
damage = 0;
else if(attacker != targ)
{
- if(autocvar_teamplay_mode == 3)
+ if(autocvar_teamplay_mode == 2)
+ {
+ if(IS_PLAYER(targ) && !IS_DEAD(targ))
+ {
+ attacker.dmg_team = attacker.dmg_team + damage;
+ complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
+ }
+ }
+ else if(autocvar_teamplay_mode == 3)
damage = 0;
else if(autocvar_teamplay_mode == 4)
{