{
entity player = M_ARGV(0, entity);
- return IN_SQUAD(player);
+ if(IN_SQUAD(player))
+ {
+ player.frags = FRAGS_PLAYER_OUT_OF_GAME;
+ return true;
+ }
+
+ return false;
}
MUTATOR_HOOKFUNCTION(br, SpectateSet)
}
bool SpectateNext(entity this);
+.bool would_spectate;
/** putting a client as observer in the server */
void PutObserverInServer(entity this, bool is_forced)
// force members of alive squads to spectate another squadmate
if(IS_REAL_CLIENT(this) && IN_SQUAD(this) && !this.br_squad.br_squad_dead)
- {
- SpectateNext(this);
- TRANSMUTE(Spectator, this);
- }
+ this.would_spectate = true;
}
int player_getspecies(entity this)
return true;
}
-.bool would_spectate;
// merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
void ObserverOrSpectatorThink(entity this)
{