if (autocvar_r_showbboxes)
{
// show where spawnpoints point at too
- makevectors(this.angles);
+ vector forward, right, up;
+ MAKE_VECTORS(this.angles, forward, right, up);
entity e = new(info_player_foo);
- setorigin(e, this.origin + v_forward * 24);
+ setorigin(e, this.origin + forward * 24);
setsize(e, '-8 -8 -8', '8 8 8');
e.solid = SOLID_TRIGGER;
}
vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
// filter out spots for assault
- if(spot.target != "")
+ if(spot.target && spot.target != "")
{
int found = 0;
for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)