prio = 0;
// filter out spots for the wrong team
- if(teamcheck)
- if(spot.team != teamcheck)
- return '-1 0 0';
+ if(teamcheck >= 0)
+ if(spot.team != teamcheck)
+ return '-1 0 0';
if(race_spawns)
if(spot.target == "")
spotlist = spot;
/*
- if(teamcheck)
+ if(teamcheck >= 0)
if(spot.team != teamcheck)
error("invalid spawn added");
/*
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = spotlist; e; e = e.chain)
{
print("seen ", etos(e), "\n");
if (spot)
return spot;
- teamcheck = 0;
-
- if(!anypoint && have_team_spawns > 0)
- teamcheck = self.team;
+ if(anypoint)
+ teamcheck = -1;
+ else if(have_team_spawns > 0)
+ teamcheck = self.team; // MUST be team
+ else if(have_team_spawns == 0 && have_noteam_spawns)
+ teamcheck = 0; // MUST be noteam
+ else
+ teamcheck = -1;
+ // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
// get the list of players
playerlist = findchain(classname, "player");
print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = firstspot; e; e = e.chain)
if(e.team != teamcheck)
error("invalid spawn found");
// reset fields the weapons may use
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
weapon_action(j, WR_RESETPLAYER);
+ // all weapons must be fully loaded when we spawn
+ entity e;
+ e = get_weaponinfo(j);
+ if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
+ self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ }
+ self.weapon_forbidchange = FALSE;
+
oldself = self;
self = spot;
activator = oldself;
self.cnt = self.switchweapon;
self.weapon = 0;
- self.wish_reload = 0;
-
if(!self.alivetime)
self.alivetime = time;
} else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
+ WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
self.ammo_nails = spectatee.ammo_nails;
self.ammo_rockets = spectatee.ammo_rockets;
self.ammo_fuel = spectatee.ammo_fuel;
+ self.clip_load = spectatee.clip_load;
+ self.clip_size = spectatee.clip_size;
self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
self.health = spectatee.health;
self.impulse = 0;
self.weapons = spectatee.weapons;
self.switchweapon = spectatee.switchweapon;
self.weapon = spectatee.weapon;
+ self.nex_charge = spectatee.nex_charge;
+ self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.hagar_load = spectatee.hagar_load;
+ self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
self.view_ofs = spectatee.view_ofs;
self.v_angle = spectatee.v_angle;
}
target_voicescript_next(self);
+
+ // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
+ if(!self.weapon)
+ self.clip_load = self.clip_size = 0;
}
float isInvisibleString(string s)