// Invoked when killed void CCSBot::Killed(entvars_t *pevAttacker, int iGib) { PrintIfWatched("Killed( attacker = %s )\n", STRING(pevAttacker->netname)); GetChatter()->OnDeath(); // increase the danger where we died const float deathDanger = 1.0f; const float deathDangerRadius = 500.0f; IncreaseDangerNearby(m_iTeam - 1, deathDanger, m_lastKnownArea, &pev->origin, deathDangerRadius); // end voice feedback EndVoiceFeedback(); // extend CBasePlayer::Killed(pevAttacker, iGib); }
void CCSBot::RoundRespawn() { // do the normal player spawn process CBasePlayer::RoundRespawn(); EndVoiceFeedback(); }