if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
return;
- spawn_spot.msnt_lookat = world;
+ spawn_spot.msnt_lookat = NULL;
if(!teamplay)
return;
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
- entity best_mate = world;
+ entity best_mate = NULL;
vector best_spot = '0 0 0';
float pc = 0, best_dist = 0, dist = 0;
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(