+#include "../_all.qh"
+
+#include "mutator.qh"
+
.entity msnt_lookat;
.float msnt_timer;
if(RandomSelection_chosen_ent)
{
spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
- spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
+ spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
}
else if(self.team == spawn_spot.team)
- spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
+ spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
return 0;
}
if(team_mate.msnt_timer < time)
if(SAME_TEAM(self, team_mate))
if(time > team_mate.spawnshieldtime) // spawn shielding
- if(team_mate.freezetag_frozen == 0)
+ if(team_mate.frozen == 0)
if(team_mate != self)
{
tracebox(team_mate.origin, PL_MIN, PL_MAX, team_mate.origin - '0 0 100', MOVE_WORLDONLY, team_mate);
else if(spawn_spot.msnt_lookat)
{
self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
- self.angles_x = -self.angles_x;
+ self.angles_x = -self.angles.x;
self.angles_z = 0; // never spawn tilted even if the spot says to
/*
sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");