float realdmg = damage - excess;
if (this != attacker && realdmg)
+ if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
{
if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
GameRules_scoring_add(attacker, DMG, realdmg);
bool valid_damage_for_weaponstats = false;
Weapon awep = WEP_Null;
+ if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
if(attacker && this != attacker)
{
entity s;
- if(game_stopped)
+ if(game_stopped || time < game_starttime
+ || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
+ {
score = 0;
+ }
if(!scores_initialized) return 0; // FIXME remove this when everything uses this system
if(t <= 0 || t >= 16)
bool mutator_returnvalue = MUTATOR_CALLHOOK(AddPlayerScore, scorefield, score, player);
score = M_ARGV(1, float);
- if(game_stopped)
- if(!mutator_returnvalue)
+ if((!mutator_returnvalue && game_stopped) || time < game_starttime
+ || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
+ {
score = 0;
+ }
if(!scores_initialized) return 0; // FIXME remove this when everything uses this system
entity s = CS(player).scorekeeper;