#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
#include "../common/deathtypes/all.qh"
-#include "../common/triggers/subs.qh"
+#include "../common/mapobjects/subs.qh"
#include "../common/playerstats.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../common/physics/player.qh"
#include "../common/effects/qc/_mod.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
-#include "../common/triggers/include.qh"
+#include "../common/mapobjects/include.qh"
#include "../common/wepent.qh"
#include "weapons/weaponstats.qh"
void calculate_player_respawn_time(entity this)
{
- if(g_ca)
+ if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
return;
float gametype_setting_tmp;
else
animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
- /* // postpone resize until frame end so that dead player can still
- // properly get hit by all the projectiles fired in this frame (shotgun)
- if (this.maxs.z > 5)
- {
- this.maxs_z = 5;
- setsize(this, this.mins, this.maxs);
- }
- */
-
// set damage function to corpse damage
this.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
if (privatesay && source && !IS_PLAYER(source))
{
if (!game_stopped)
- if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
+ if ((privatesay && IS_PLAYER(privatesay)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
ret = -1; // just hide the message completely
}