for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- if(slot == 0)
+ if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
else
this.(weaponentity).m_switchweapon = WEP_Null;
ClientKill_Now(this.owner);
return;
}
- else if(g_cts && this.health == 1) // health == 1 means that it's silent
+ else if(this.health == 1) // health == 1 means that it's silent
{
this.nextthink = time + 1;
this.cnt -= 1;
killtime = autocvar_g_balance_kill_delay;
- if(g_race_qualifying || g_cts)
- killtime = 0;
-
if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
return;
+ killtime = M_ARGV(1, float);
this.killindicator_teamchange = targetteam;