How can I do so that a death or kill does not affect the score at certain times, I have something like this, but I know it's wrong.
Code:
public Action Event_PlayerDeath(Handle event, const char[] name, bool dontBroadcast)
{
int client = GetClientOfUserId(GetEventInt(event, "userid"));
int victim = GetClientOfUserId(GetEventInt(event, "userid"));
int attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
if (g_indm[client])
{
SetEntProp(victim, Prop_Data, "m_iDeaths", GetClientDeaths(victim) - 1);
SetEntProp(attacker, Prop_Data, "m_iKills", GetClientFrags(attacker) - 1);
}
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