self.effects = 0;
self.air_finished = time + 12;
self.dmg = 2;
- self.nex_charge = 0;
+ if(cvar("g_balance_nex_charge"))
+ self.nex_charge = cvar("g_balance_nex_charge_start");
if(inWarmupStage)
{
ClientKill_TeamChange(0);
}
+void CTS_ClientKill_Think (void)
+{
+ self = self.owner; // set self to the player to be killed
+ sprint(self, "^1You were killed in order to prevent cheating!");
+ ClientKill_Now();
+}
+
+void CTS_ClientKill (float t) // silent version of ClientKill
+{
+ entity e;
+ e = spawn();
+ e.owner = self;
+ e.think = CTS_ClientKill_Think;
+ e.nextthink = t;
+}
+
void DoTeamChange(float destteam)
{
float t, c0;