Maker sure clones don't have a killindicator attached to them already when killing...
authorMario <mario.mario@y7mail.com>
Tue, 21 Jul 2020 17:14:31 +0000 (03:14 +1000)
committerMario <mario.mario@y7mail.com>
Tue, 21 Jul 2020 17:14:31 +0000 (03:14 +1000)
qcsrc/server/clientkill.qc

index 08758a0..51b1336 100644 (file)
@@ -137,7 +137,7 @@ void ClientKill_TeamChange(entity this, float targetteam) // 0 = don't change, -
                        this.killindicator.count = bound(0, ceil(killtime), 10);
                        //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
 
                        this.killindicator.count = bound(0, ceil(killtime), 10);
                        //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
 
-                       IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
+                       IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST) && !it.killindicator,
                        {
                                it.killindicator = spawn();
                                it.killindicator.owner = it;
                        {
                                it.killindicator = spawn();
                                it.killindicator.owner = it;