if(anypoint)
teamcheck = -1;
else if(have_team_spawns > 0)
- teamcheck = self.team; // MUST be team
- else if(have_team_spawns == 0 && have_noteam_spawns)
+ {
+ if(have_team_spawns_forteam[self.team] == 0)
+ {
+ // we request a spawn for a team, and we have team
+ // spawns, but that team has no spawns?
+ if(have_team_spawns[0])
+ // try noteam spawns
+ teamcheck = 0;
+ else
+ // if not, any spawn has to do
+ teamcheck = -1;
+ }
+ else
+ teamcheck = self.team; // MUST be team
+ }
+ else if(have_team_spawns == 0 && have_team_spawns[0])
teamcheck = 0; // MUST be noteam
else
teamcheck = -1;
// if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
+
// get the list of players
playerlist = findchain(classname, "player");
// get the entire list of spots
return; // the think tics
}
- if(self.teleport_time)
- if(time > self.teleport_time)
- {
- self.teleport_time = 0;
- self.effects = self.effects - (self.effects & EF_NODRAW);
- }
-
if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
UpdateSelectedPlayer();