self.touch = checkpoint_touch;
o = (self.absmin + self.absmax) * 0.5;
- tracebox(o, PL_MIN, PL_MAX, o - '0 0 1' * (o.z - self.absmin.z), MOVE_NORMAL, self);
+ tracebox(o, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), o - '0 0 1' * (o.z - self.absmin.z), MOVE_NORMAL, self);
waypoint_spawnforitem_force(self, trace_endpos);
self.nearestwaypointtimeout = time + 1000000000;
self.touch = checkpoint_touch;
o = (self.absmin + self.absmax) * 0.5;
- tracebox(o, PL_MIN, PL_MAX, o - '0 0 1' * (o.z - self.absmin.z), MOVE_NORMAL, self);
+ tracebox(o, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), o - '0 0 1' * (o.z - self.absmin.z), MOVE_NORMAL, self);
waypoint_spawnforitem_force(self, trace_endpos);
self.nearestwaypointtimeout = time + 1000000000;
void race_StartCompleting()
{
race_completing = 1;
- FOREACH_CLIENT(IS_PLAYER(it) && it.deadflag != DEAD_NO, LAMBDA(race_AbandonRaceCheck(it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_DEAD(it), LAMBDA(race_AbandonRaceCheck(it)));
}
void race_PreparePlayer()