TTT ULX Having Issues

Since the site for Ulysses is impossible, maybe you guys can help me. My TTT has the TTT ULX commands installed, which include ULX Slaynr, which slays people next round. I’m having an issue where, if I put a player on slaynr, and the map changes before they are slain, when they are slain on the next map, it kills them, but lets them stay in terrorists team, as if they’re alive.

function ulx.slaynr( calling_ply, target_ply, num_slay, should_slaynr )
	if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else
		local affected_plys = {}
		local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0
		local current_slay
		local new_slay
		if ulx.getExclusive( target_ply, calling_ply ) then
			ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true )
		elseif num_slay < 0 then
			ULib.tsayError( calling_ply, "Invalid integer:\"" .. num_slay .. "\" specified.", true )
			current_slay = tonumber(target_ply:GetPData("slaynr_slays")) or 0
			if not should_slaynr then 	
                new_slay = current_slay + num_slay  
                new_slay = current_slay - num_slay	

            --local slay_reason = reason
            --if slay_reason == "reason" then
            --	slay_reason = false

			if new_slay > 0 then 		
                target_ply:SetPData("slaynr_slays", new_slay)
                --target_ply:SetPData("slaynr_reason", slay_reason) 

	    	local slays_left 	= tonumber(target_ply:GetPData("slaynr_slays"))  or 0
			local slays_removed = ( current_slay - slays_left ) 		or 0

			if slays_removed==0 then
				chat_message = ("#T will not be slain next round.")
			elseif slays_removed > 0 then
				chat_message = ("#A removed ".. slays_removed .." round(s) of slaying from #T.")
			elseif slays_left == 1 then
				chat_message = ("#A will slay #T next round.")
			elseif slays_left > 1 then
				chat_message = ("#A will slay #T for the next ".. tostring(slays_left) .." rounds.")
			ulx.fancyLogAdmin( calling_ply, chat_message, target_ply, reason )
local slaynr = ulx.command( CATEGORY_NAME, "ulx slaynr", ulx.slaynr, "!slaynr" )
slaynr:addParam{ type=ULib.cmds.PlayerArg }
slaynr:addParam{ type=ULib.cmds.NumArg, max=100, default=1, hint="rounds", ULib.cmds.optional, ULib.cmds.round }
--slaynr:addParam{ type=ULib.cmds.StringArg, hint="reason",  ULib.cmds.optional}
slaynr:addParam{ type=ULib.cmds.BoolArg, invisible=true }
slaynr:defaultAccess( ULib.ACCESS_ADMIN )
slaynr:help( "Slays target(s) for a number of rounds" )
slaynr:setOpposite( "ulx rslaynr", {_, _, _, true}, "!rslaynr" )

That’s pretty normal actually. Though I’m sure of a workaround. They are slain but they count as alive. Best thing to do is respawn then slay them again. Unless someone can provide a workaround for you

I would probably recommend to check if it’s the last round, then wait for the map to load and then slay them like usual