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
}
if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
+ ctf_Handle_Drop(self); // FIXCTF
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
Portal_ClearAll(self);
if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
+ ctf_Handle_Drop(self); // FIXCTF
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
Called every frame for each client before the physics are run
=============
*/
-void() ctf_setstatus;
+//void() ctf_setstatus;
void() nexball_setstatus;
.float items_added;
void PlayerPreThink (void)
if (g_minstagib)
minstagib_ammocheck();
- if(g_ctf)
- ctf_setstatus();
+ //if(g_ctf)
+ // ctf_setstatus();
if(g_nexball)
nexball_setstatus();