93 killtime =
M_ARGV(1,
float);
96 killtime =
min(killtime, 1);
117 if (targetteam == this.
team)
143 antispam_delay =
min(antispam_delay, 2);
169 it.killindicator = new(killindicator);
170 it.killindicator.owner = it;
171 it.killindicator.scale = 0.5;
172 setattachment(it.killindicator, it,
"");
173 setorigin(it.killindicator,
'0 0 52');
174 setthink(it.killindicator, KillIndicator_Think);
175 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
177 it.killindicator.cnt = ceil(killtime);
188 notif = CENTER_TEAMCHANGE_SUICIDE;
190 else if (targetteam == -2)
193 notif = CENTER_TEAMCHANGE_SPECTATE;
#define MUTATOR_CALLHOOK(id,...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void KillIndicator_Think(entity this)
void ClientKill_Now(entity this)
void ClientKill_Silent(entity this, float _delay)
void ClientKill_TeamChange(entity this, float targetteam)
void ClientKill_Now_TeamChange(entity this)
float clientkill_nexttime
int killindicator_teamchange
float autocvar_g_balance_kill_delay
float autocvar_g_balance_kill_antispam
#define setmodel(this, m)
Notification Announcer_PickNumber(int type, int num)
#define CSQCMODEL_EF_RESPAWNGHOST
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
#define IL_EACH(this, cond, body)
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
entity Notification
always last
#define APP_TEAM_NUM(num, prefix)
#define round_handler_IsActive()
#define round_handler_IsRoundStarted()
void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
putting a client as observer in the server
bool autocvar_sv_spectate
float autocvar_g_maxplayers_spectator_blocktime
bool TeamBalance_QueuedPlayersTagIn(entity ignore)
Joins queued player(s) to team(s) with a shortage, this should be more robust than only replacing the...
void TeamBalance_Destroy(entity balance)
Destroy the team balance entity.
void TeamBalance_RemoveExcessPlayers(entity ignore)
bool SetPlayerTeam(entity player, int team_index, int type)
Sets the team of the player.
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player)
Finds the team that will make the game most balanced if the player joins it.
bool autocvar_g_balance_teams_remove
@ TEAM_CHANGE_MANUAL
Player has manually selected their team.
vector Team_ColorRGB(int teamid)
int Team_TeamToIndex(int team_num)
Converts team value into team index.
int Team_IndexToTeam(int index)
Converts team index into team value.
#define IS_REAL_CLIENT(v)