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authorJan <>2015-02-06 19:37:47 +0100
committerJan <_>2015-07-10 18:45:00 +0200
commit92ca1e852c9fc92e73895d570567b0de15471112 (patch)
tree6f218ea0f35dc75c89f98f93c042f81362fe6401 /TemplePushing.c4s
parent4cdd45d3d0588fa537ece801a0e83acf16802c0c (diff)
downloadtempelschubsen-92ca1e852c9fc92e73895d570567b0de15471112.tar.gz
tempelschubsen-92ca1e852c9fc92e73895d570567b0de15471112.zip
Do not stop relaunches after deathmatch is done
Diffstat (limited to 'TemplePushing.c4s')
-rw-r--r--TemplePushing.c4s/Script.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/TemplePushing.c4s/Script.c b/TemplePushing.c4s/Script.c
index da1b3e8..c619b14 100644
--- a/TemplePushing.c4s/Script.c
+++ b/TemplePushing.c4s/Script.c
@@ -421,8 +421,8 @@ func OnClonkDeath(object clonk, int killedBy)
// Do nothing if Clonk does not belong to a player
if (GetPlayerID(player) == 0) return;
- // Handle kill and return if player got eliminated
- if (gameStarted && HandleKill(player, killedBy)) return;
+ // Handle kill. Do not relaunch if player got eliminated
+ if (gameStarted && !gameOver && HandleKill(player, killedBy)) return;
// Relaunch
if (GetPlayerID(player)) LaunchClonk(player, clonk, true);