setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
this.oldorigin = this.origin;
- this.lastteleporttime = time; // prevent insane speeds due to changing origin
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player