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Do not reduce points for suicide due to a fatal fall
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@ -3960,11 +3960,20 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerKilled)(CBasePlayer *pVictim,
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}
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}
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FireTargets("game_playerdie", pVictim, pVictim, USE_TOGGLE, 0);
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FireTargets("game_playerdie", pVictim, pVictim, USE_TOGGLE, 0);
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#ifdef REGAMEDLL_FIXES
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// Did the player die from a fall?
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if (pVictim->m_bitsDamageType & DMG_FALL)
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{
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// do nothing
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}
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else
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#endif
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// Did the player kill himself?
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// Did the player kill himself?
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if (pVictim->pev == pKiller)
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if (pVictim->pev == pKiller)
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{
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{
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// Players lose a frag for killing themselves
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// Players lose a frag for killing themselves
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pKiller->frags -= 1;
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pVictim->pev->frags -= 1;
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}
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}
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else if (peKiller && peKiller->IsPlayer())
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else if (peKiller && peKiller->IsPlayer())
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{
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{
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@ -5404,7 +5413,7 @@ void CHalfLifeMultiplay::GiveDefuserToRandomPlayer()
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candidates.AddToTail(pPlayer);
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candidates.AddToTail(pPlayer);
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}
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}
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// randomly shuffle the list; this will keep the selection random in case of ties
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// randomly shuffle the list; this will keep the selection random in case of ties
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for (int i = 0; i < candidates.Count(); i++) {
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for (int i = 0; i < candidates.Count(); i++) {
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SWAP(candidates[i], candidates[RANDOM_LONG(0, candidates.Count() - 1)]);
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SWAP(candidates[i], candidates[RANDOM_LONG(0, candidates.Count() - 1)]);
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