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ah, i actually have to call count_alive_players(). Also, now i think i know why the...
author
FruitieX <fruitiex@gmail.com>
Wed, 17 Nov 2010 19:19:02 +0000
(21:19 +0200)
committer
FruitieX <fruitiex@gmail.com>
Wed, 17 Nov 2010 19:19:02 +0000
(21:19 +0200)
qcsrc/server/mutators/gamemode_freezetag.qc
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diff --git
a/qcsrc/server/mutators/gamemode_freezetag.qc
b/qcsrc/server/mutators/gamemode_freezetag.qc
index d1a038002b1057fa48be83d4dbbadb109e8ca3b1..d57a011259ff1210762c19903445ae60577159fc 100644
(file)
--- a/
qcsrc/server/mutators/gamemode_freezetag.qc
+++ b/
qcsrc/server/mutators/gamemode_freezetag.qc
@@
-100,7
+100,8
@@
void freezetag_Unfreeze()
MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
{
- self.freezetag_frozen = 1; // count player as frozen in CheckWinner
+ self.freezetag_frozen = 1;
+ count_alive_players();
freezetag_CheckWinner();
freezetag_Unfreeze();
@@
-203,11
+204,10
@@
MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
}
}
}
- else
+ else
if(!teammate_nearby) // only if no teammate is nearby will we reset
{
self.freezetag_beginrevive_time = -9999;
self.freezetag_revive_progress = 0;
- other.freezetag_revive_progress = 0;
}
return 1;