#include "command/getreplies.qh"
#include "../common/deathtypes/all.qh"
#include "../common/notifications/all.qh"
-#include "../common/mapinfo.qh"
+#include <common/gamemodes/_mod.qh>
#include <common/gamemodes/rules.qh>
#include <common/net_linked.qh>
#include <common/state.qh>
// race only (middle of the race)
g_race_qualifying = false;
pl_race_place = 0;
- if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false)) {
+ if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false, true)) {
error(strcat("Checkpoint ", ftos(i), " misses a spawnpoint with race_place==", ftos(pl_race_place), " (used for respawning in race) - bailing out"));
}
// qualifying only
g_race_qualifying = 1;
pl_race_place = race_lowest_place_spawn;
- if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false)) {
+ if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false, true)) {
error(strcat("Checkpoint ", ftos(i), " misses a spawnpoint with race_place==", ftos(pl_race_place), " (used for qualifying) - bailing out"));
}
g_race_qualifying = 0;
for (int p = 1; p <= race_highest_place_spawn; ++p) {
pl_race_place = p;
- if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false)) {
+ if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false, true)) {
error(strcat("Checkpoint ", ftos(i), " misses a spawnpoint with race_place==", ftos(pl_race_place), " (used for initially spawning in race) - bailing out"));
}
}
pl_race_checkpoint = race_NextCheckpoint(0);
g_race_qualifying = 1;
pl_race_place = race_lowest_place_spawn;
- if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false)) {
+ if (!Spawn_FilterOutBadSpots(this, findchain(classname, "info_player_deathmatch"), 0, false, true)) {
error(strcat("Checkpoint 0 misses a spawnpoint with race_place==", ftos(pl_race_place), " (used for qualifying) - bailing out"));
}
} else {