Implemented Deathmatch

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Nathan776

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Massive +1 to this. I believe the reason often cited in SGM was the conflict this had with the damagelogs etc. With dime developing hopefully these issues can be resolved.
 

SavannahBanana

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Massive +1 to this. I believe the reason often cited in SGM was the conflict this had with the damagelogs etc. With dime developing hopefully these issues can be resolved.
It also caused massive lag.
 

danstorm

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Id +1 this, if we can code the damage logs from deathmatch not to mix up with damage logs from the ongoing round. Also the mentioned lag does make this a problem, but if we can steer past these two cons, then Im down for it.
 
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