}
}
-void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void ctf_FlagDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
self.move_velocity = self.velocity;
if(ITEM_DAMAGE_NEEDKILL(deathtype))