*/
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
// PlayerScore_Clear(it);
- it.killcount = 0;
+ CS(it).killcount = 0;
// stop the player from moving so that he stands still once he gets respawned
it.velocity = '0 0 0';
it.avelocity = '0 0 0';
// clear player attributes
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
it.alivetime = 0;
- it.killcount = 0;
+ CS(it).killcount = 0;
PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, 0));
));