sv_gameplayfix_stepmultipletimes 1
// delay for "kill" to prevent abuse
-set g_balance_kill_delay 5
+set g_balance_kill_delay 0
+set g_balance_kill_antispam 5
// this feature is currently buggy in the engine (it appears to PREVENT any dropping in lots of maps, leading to weirdly aligned entities, and in some cases even CAUSES them to drop through solid, like in facing worlds nex)
sv_gameplayfix_droptofloorstartsolid 0
float autocvar_g_balance_keyhunt_score_push;
float autocvar_g_balance_keyhunt_throwvelocity;
float autocvar_g_balance_kill_delay;
+float autocvar_g_balance_kill_antispam;
float autocvar_g_balance_laser_primary_animtime;
float autocvar_g_balance_laser_primary_damage;
float autocvar_g_balance_laser_primary_delay;
=============
*/
+.float clientkill_nexttime;
void ClientKill_Now_TeamChange()
{
if(self.killindicator_teamchange == -1)
if(g_race_qualifying)
killtime = 0;
+ // flood control it
+ killtime = max(killtime, self.clientkill_nexttime - time);
+ self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
+
self.killindicator_teamchange = targetteam;
if(!self.killindicator)
}
if(self.killindicator)
{
- if(targetteam)
- self.killindicator.colormod = TeamColor(targetteam);
- else
+ if(targetteam == 0) // just die
self.killindicator.colormod = '0 0 0';
+ else if(targetteam == -1) // auto
+ self.killindicator.colormod = '0 1 0';
+ else if(targetteam == -2) // spectate
+ self.killindicator.colormod = '0.5 0.5 0.5';
+ else
+ self.killindicator.colormod = TeamColor(targetteam);
}
}