@Zedkays Dont mind messy code but here's how you would do barrel stuff protection, snipers only, and Last Cooldown.
On your init, put level.onPlayerDamage = ::onPlayerDamage;
Then, somewhere in your script, put this.
onplayerdamage( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, psoffsettime )
{
	weaponClass = self getWeaponClass( sweapon );
	if(weaponClass == "weapon_sniper")
	{
		if((int(distance(self.origin, eattacker.origin)*0.0254) < 20 ) && eattacker.pers["kills"] == 9 ) // barrel stuff protection
		{
			iDamage = 0; // barrel stuff protection ON and last = true
		}
		else
		{
			self.health = 1;
			
			/* ^^ It's a Barrel Stuff but since Person isn't on last,
			we are going to make the Victim's health still 1 so they
			can get to last. */
			
			if (smeansofdeath != "MOD_SUICIDE" && smeansofdeath != "MOD_TRIGGER_HURT" && ((level.scorelimit - eattacker.pers["kills"]) == 2) )
			{
				eattacker thread onLastReached();
			}
			
			/* ^^ If Suicide or Trigger_Hurt, the Last Reached thread
			will not be called. But, if not Suicide or Trigger_Hurt and
			Person is 1 kill away from last, lets thread the onlastreach
			(Last Cooldown) to let them know they are at last. */
			
		}
	}
	return iDamage;
}
onLastReached() 
{
    self endon( "disconnect" );
    self endon( "cooldownSet" );
       
    for(;;) 
	{
	self freezeControls( true );
	self iprintlnbold("Last ^2Cooldown");
        wait 1.5;
        self freezeControls( false );
        self notify( "cooldownSet" );
	}
}