{
sound(NULL, CH_TRIGGER, SND_SURV_1_FRAG_LEFT,
VOL_BASE, ATTEN_NONE);
- FOREACH_CLIENT(IS_PLAYER(it),
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
{
if (it.team == surv_defenderteam)
{
case 1:
{
sound(NULL, CH_TRIGGER, SND_SURV_1_FRAG_LEFT, VOL_BASE, ATTEN_NONE);
- FOREACH_CLIENT(IS_PLAYER(it),
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
{
if (it.team == surv_defenderteam)
{
entity player = M_ARGV(0, entity);
LOG_TRACE("Survival: PlayerSpawn, player = ", player.netname);
player.surv_state = SURVIVAL_STATE_PLAYING;
- //Surv_CountAlivePlayers();
- Surv_AddPlayerToAliveList(player, player.team);
Surv_DeterminePlayerModel(player);
Surv_GiveStartWeapons(player);
switch (player.team)
break;
}
}
+ //Surv_CountAlivePlayers();
+ Surv_AddPlayerToAliveList(player, player.team);
}
/// \brief UGLY HACK. This is called every frame to keep player model correct.