prio = 0;
// filter out spots for the wrong team
- if(teamcheck)
- if(spot.team != teamcheck)
- return '-1 0 0';
+ if(teamcheck >= 0)
+ if(spot.team != teamcheck)
+ return '-1 0 0';
if(race_spawns)
if(spot.target == "")
spotlist = spot;
/*
- if(teamcheck)
+ if(teamcheck >= 0)
if(spot.team != teamcheck)
error("invalid spawn added");
/*
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = spotlist; e; e = e.chain)
{
print("seen ", etos(e), "\n");
if (spot)
return spot;
- teamcheck = 0;
+ if(anypoint)
+ teamcheck = -1;
+ else if(have_team_spawns > 0)
+ {
+ 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
- if(!anypoint && have_team_spawns > 0)
- teamcheck = self.team;
// get the list of players
playerlist = findchain(classname, "player");
print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = firstspot; e; e = e.chain)
if(e.team != teamcheck)
error("invalid spawn found");
}
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);
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
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);
self.weapons = spectatee.weapons;
self.switchweapon = spectatee.switchweapon;
self.weapon = spectatee.weapon;
+ self.nex_charge = spectatee.nex_charge;
+ self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
self.view_ofs = spectatee.view_ofs;
self.v_angle = spectatee.v_angle;
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)
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();
if (g_minstagib)
minstagib_ammocheck();
- if(g_ctf)
- ctf_setstatus();
+ //if(g_ctf)
+ // ctf_setstatus();
if(g_nexball)
nexball_setstatus();