float autocvar_g_ctf_flagcarrier_damagefactor;
float autocvar_g_ctf_flagcarrier_forcefactor;
float autocvar_g_ctf_flagcarrier_waypointforenemy_stalemate;
-float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting;
+//float autocvar_g_ctf_flagcarrier_waypointforenemy_spotting;
float autocvar_g_ctf_fullbrightflags;
float autocvar_g_ctf_ignore_frags;
float autocvar_g_ctf_score_capture;
float autocvar_g_ctf_score_capture_assist;
float autocvar_g_ctf_score_kill;
float autocvar_g_ctf_score_penalty_drop;
-float autocvar_g_ctf_score_penalty_suicidedrop;
+//float autocvar_g_ctf_score_penalty_suicidedrop;
float autocvar_g_ctf_score_penalty_returned;
float autocvar_g_ctf_score_pickup_base;
float autocvar_g_ctf_score_pickup_dropped_early;
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
- mirrordamage = 0;
+ mirrordamage = v_z; // = 0, to make fteqcc stfu
mirrorforce = 0;
}
// # of bots on those teams
float cb1, cb2, cb3, cb4;
-float audit_teams_time;
+//float audit_teams_time;
void TeamchangeFrags(entity e)
{
//void() ctf_playerchanged;
void SV_ChangeTeam(float _color)
{
- float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
+ float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
// in normal deathmatch we can just apply the color and we're done
if(!teamplay) {
.vector WarpZone_refsys_incremental_transform;
void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
{
- vector t, s;
+ //vector t, s;
if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
return;