freezetag_Freeze();
centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
- if(frag_target.netname != "")
+ if(frag_attacker == frag_target || frag_attacker == world)
{
- centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
- bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
+ centerprint(frag_target, strcat("^1You froze yourself.\n"));
+ bprint("^7", frag_target.netname, "^1 froze himself.\n");
}
else
{
- centerprint(frag_target, strcat("^1You froze yourself.\n"));
- bprint("^7", frag_target.netname, "^1 froze himself.\n");
+ centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
+ bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
}
frag_target.health = cvar("g_balance_health_start"); // "respawn" the player :P
if(time > warmup) // spawn too late, freeze player
{
+ centerprint(self, strcat("^1You spawned after the round started, you'll spawn as frozen.\n"));
freezetag_Freeze();
}
else // we are still in the delay period before the round starts