Determining if a kill was a team kill is done at te time of death and not the time that the killer intended to kill. For example, if a human drops a grenade in the alien base and switches to the aliens, all aliens killed with that grenade are counted as team kills, even though it was a human who dropped it. Similarly, dropping a grenade in the human base and switching to the alien team can result in a higher score and kills towards the next stage.
Norfenstein: the grenade should just disappear when you leave the team
Grenades and slow projectiles should disappear, and acid and gas attacks should be cured when the player switches teams. (As a side effect, accidentally dropping a grenade in the human base could be rendered harmless by leaving the humans.)
Created attachment 1235[details]
do stuff when leaving your current team
When a player switches teams or disconnects, get rid of their projectiles and un-poison all clients they last poisoned.
I wasn't able to test the poison stuff and I'm tired, so it's probably got some really stupid and blatantly obvious bugs. I also might have screwed up with the line numbers in the patch :-(
Created attachment 1251[details]
skip if spectating
The only difference between this and attachment 1236[details] is a spectator case which assumes that spectators haven't been throwing grenades or poisoning people.
It seems to work as expected.
(In reply to comment #4)
> Created an attachment (id=1251) [details]
> skip if spectating
>
> The only difference between this and attachment 1236[details] is a spectator case which
> assumes that spectators haven't been throwing grenades or poisoning people.
>
> It seems to work as expected.
>
Updated to work with the /ignore stuff from svn 925 and committed at revision 939. Thanks.
Created attachment 1235 [details] do stuff when leaving your current team When a player switches teams or disconnects, get rid of their projectiles and un-poison all clients they last poisoned. I wasn't able to test the poison stuff and I'm tired, so it's probably got some really stupid and blatantly obvious bugs. I also might have screwed up with the line numbers in the patch :-(
Created attachment 1236 [details] still mostly untested, but at least the line numbers should be right :)