return MUT_SPECCMD_CONTINUE;
}
+MUTATOR_HOOKFUNCTION(br, PlayerSpawn)
+{
+ if(!br_started && !warmup_stage && (time > game_starttime) && br_CheckPlayers())
+ br_Start();
+}
+
float br_CalculatePlayerDropAngle(entity this)
{
if(this.velocity.z < 0)
}
void br_Start(){
+ br_started = true;
+
// battle royale does not need those, besides, the timelimit won't be visible anymore after the game started
cvar_set("timelimit", "0");
cvar_set("fraglimit", "0");
if(!dropship)
{
- br_started = true;
-
delete(ring);
ring = NULL;
});
round_handler.cnt = 0; // emulate round handler round start
- br_started = true;
}
void br_dummy_Think(entity this){}