self.teleportable = oldself.teleportable;
self.damagedbycontents = oldself.damagedbycontents;
self.angles = oldself.angles;
self.teleportable = oldself.teleportable;
self.damagedbycontents = oldself.damagedbycontents;
self.angles = oldself.angles;
force = v_right * vlen(force);
Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
force = v_right * vlen(force);
Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
self.respawn_time_max = time + autocvar_g_respawn_delay_max;
else
self.respawn_time_max = self.respawn_time;
self.respawn_time_max = time + autocvar_g_respawn_delay_max;
else
self.respawn_time_max = self.respawn_time;
if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
teamsay = -1; // spectators
}
if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
teamsay = -1; // spectators
}
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too