ret.team = self.team;
ret.think = vehicles_showwp;
- if(self.deadflag != DEAD_NO)
- {
- ret.cnt = time + self.vehicle_respawntime;
- ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 5);
- }
- else
- {
- ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
- }
+ if(self.deadflag != DEAD_NO)
+ {
+ ret.cnt = max(game_starttime, time) + self.vehicle_respawntime;
+ ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 5);
+ }
+ else
+ ret.nextthink = max(game_starttime, time) + max(0, self.vehicle_respawntime - 1);
setmodel(ret, "null");
setorigin(ret, self.pos1 + '0 0 96');
self.event_damage = func_null;
self.touch = vehicles_touch;
self.think = vehicles_spawn;
- self.vehicle_respawntime = _respawntime;
self.vehicle_spawn = spawnproc;
+ self.vehicle_respawntime = max(0, _respawntime);
self.effects = EF_NODRAW;
self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
- if(!autocvar_g_vehicles_delayspawn)
+ if(!autocvar_g_vehicles_delayspawn || !self.vehicle_respawntime)
self.nextthink = time;
else
- self.nextthink = max(time, game_starttime) + _respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter);
+ self.nextthink = max(time, game_starttime) + max(0, self.vehicle_respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter));
if(autocvar_g_playerclip_collisions)
self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;