(WIP)

## Mechanics
### Critical hits
Hitting players to their head with a raycast attack results in a critical hit (it can't be done with e.g. melee attacks for now, due to MT limitations).  

The formula is
```
critical_damage = damage * 1.5
```

### Immunity
To avoid the practice of spawnkilling, players are immune for 3 seconds when they respawn. This is shown through a dark patina applied onto the character model + a text HUD sent to the player, displaying how many seconds until the immunity goes off.  

If a player shoots whilst being immune, immunity is removed before time.  
When a new round starts, nobody is immune. Meaning that if a player has died before the beginning of a new round and remained dead until then, it won't be immune when respawning.

## Player Metadata
As a general rule, every player metadata is set to `0` when entering the arena and when a new round starts.

* `bl_death_delay`: (int) whether the player is alive in the waiting room
  * set to `0` when the respawning waiting time ends (+ general rule)
  * set to `1` when dying
* `bl_immunity`: (int) whether the player can be damaged
  * set to `0` when successfully shooting (+ general rule)
  * set to `1` when dying and when the celebration phase starts
