Tavo klaida, kad tu sukuri vara headshot ir iskart tikrini ji ar jis lygus read_data(3). Del to kad tas varas iskarto bus lygus 0, tai ir iseina kad veikia atvirksciai.
Šiaip DeathMsg evente #5 data neegzistuoja, ar bent jau apie tokią aš nesu girdėjęs.
DeathMsg
Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the HUD message the client sees in the upper right corner of their screen.
Also prints the console text message "KillerName killed VictimName with TruncatedWeaponName" or "*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***"
Note: TruncatedWeaponName doesn't contain a "weapon_" prefix. See CS Weapons Information for more information.
Note: For grenade kill TruncatedWeaponName isn't "hegrenade" but "grenade", in fact it's an actual classname of a throwed grenade.
Note: For KillerID it's not necessarily should be a PlayerID, it could be 0 if player dies from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a "trigger_hurt" entity, in this case TruncatedWeaponName will be "worldspawn" and "trigger_hurt" respectively.
Note: For vehicle kills TruncatedWeaponName could be "vehicle", "tank" et cetera.Name: DeathMsg
Structure:
byte KillerID
byte VictimID
byte IsHeadshot
string TruncatedWeaponName