testing to fix memleak and disabling voting requires maprotation
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@@ -94,14 +94,18 @@ CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath
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return;
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}
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}
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damagehud = eAttacker createDamageHud();
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damageHud setValue(iDamage);
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damageHud moveOverTime(1);
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damageHud.x -= 300;
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damageHud.y += (-1 * randomInt(150));
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damageHud fadeOverTime(1);
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damageHud.alpha = 0;
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eAttacker thread destroyDamageHud(damageHud);
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// Guard: eAttacker is undefined for world/self damage (falls, barrels, etc.)
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if(isPlayer(eAttacker) && eAttacker != self)
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{
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damagehud = eAttacker createDamageHud();
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damageHud setValue(iDamage);
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damageHud moveOverTime(1);
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damageHud.x -= 300;
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damageHud.y += (-1 * randomInt(150));
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damageHud fadeOverTime(1);
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damageHud.alpha = 0;
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eAttacker thread destroyDamageHud(damageHud);
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}
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self thread updateDamageHud();
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}
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if(level.state != "ingame")
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@@ -2106,14 +2106,21 @@ endGame( winner, endReasonText, nukeDetonated )
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{
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player closepopupMenu();
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player closeInGameMenu();
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//player notify ( "reset_outcome" ); // opens da scoreboard
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//player thread maps\mp\gametypes\_playerlogic::spawnIntermission();
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}
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if(level.players.size > 0)
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if(level.players.size > 0 && getDvarInt("vote_enabled", 1))
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{
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level notify("spawnVote");
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level waittill("endVote");
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}
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else
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{
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// No vote — show the normal scoreboard and leaderboard
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foreach ( player in level.players )
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{
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player notify ( "reset_outcome" );
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player thread maps\mp\gametypes\_playerlogic::spawnIntermission();
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}
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}
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// End of Round
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