if (mutator_returnvalue) {
// mutator prevents resetting teams+score
} else {
+ int oldteam = this.team;
this.team = -1; // move this as it is needed to log the player spectating in eventlog
+ MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
this.frags = FRAGS_SPECTATOR;
PlayerScore_Clear(this); // clear scores when needed
}
setthink(this, func_null); // players have no think function
this.nextthink = 0;
this.dmg_team = 0;
- this.ballistics_density = autocvar_g_ballistics_density_player;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_player;
this.deadflag = DEAD_NO;
if(CS(this).killindicator_teamchange)
ClientKill_Now_TeamChange(this);
- if(!IS_SPEC(this) && !IS_OBSERVER(this))
+ if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
+ {
Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
+ }
// now I am sure the player IS dead
}