{
float f;
string msg;
+ entity e;
if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
else if(f == 1)
Announce("1");
- centerprint(self, msg);
+ FOR_EACH_PLAYER(e)
+ centerprint(e, msg);
}
if (g_arena) {
if(g_ca) {
ca_players = 0;
- FOR_EACH_PLAYER(self)
+ FOR_EACH_PLAYER(e)
ca_players += 1;
}
- }
- if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
- self.movetype = MOVETYPE_WALK;
+ if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
+ self.movetype = MOVETYPE_WALK;
+ }
}
void count_spawned_players()
frag_target = targ;
frag_damage = damage;
frag_force = force;
+ frag_deathtype = deathtype;
MUTATOR_CALLHOOK(PlayerDamage_Calculate);
damage = frag_damage;
force = frag_force;
// INPUT:
entity frag_attacker;
entity frag_target;
+ float frag_deathtype;
// INPUT, OUTPUT:
float frag_damage;
vector frag_force;
// called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
// INPUT
entity self;
- float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
\ No newline at end of file
+ float olditems; // also technically output, but since it is at the end of the function it's useless for that :P
{
if(g_freezetag)
{
- if(frag_target.freezetag_frozen == 1)
+ if(frag_target.freezetag_frozen == 1 && frag_deathtype != DEATH_HURTTRIGGER)
{
frag_damage = 0;
frag_force = frag_force * cvar("g_freezetag_frozen_force");