--local untrade = 0 local playersHandle = {} local inWave = false function OnWaveStart(wave) --print("huzaah") inWave = true end function OnWaveReset(wave) onNotInWave() end function OnWaveSuccess(wave) onNotInWave() end function OnWaveFail(wave) onNotInWave() end function onNotInWave() inWave = false end function OnPlayerConnected(player) if not player:IsRealPlayer() then return end --prevent callbacks from stacking if wave restarting if playersHandle[player:GetHandleIndex()] then return end playersHandle[player:GetHandleIndex()] = true player:AddCallback(ON_DEATH, onPlayerDeath) end function onPlayerDeath(player) if not playersHandle[player:GetHandleIndex()] then return end print("death by our very own") print(player:GetPlayerName()) --insta respawn in setup if not inWave then timer.Simple( 0.1, function() player:ForceRespawnDead() end ) else local currentrespawntime = 0 if player:GetAttributeValue("min respawn time") then currentrespawntime = player:GetAttributeValue("min respawn time") else currentrespawntime = 1 end print("their current respawn time is") print(currentrespawntime) --print("Player class is") --untrade = player:GetAttributeValue("cannot trade") local israngedclass = false if player:GetAttributeValue("cannot trade") == 69 then israngedclass = true --print("Player is ranged, cowards!") currentrespawntime = currentrespawntime + 15 else israngedclass = false --print("Player is melee, gigachad") currentrespawntime = currentrespawntime + 7 end print("and is now") print(currentrespawntime) player:SetAttributeValue("min respawn time", currentrespawntime) end end