#include "sv_spawn_near_teammate.qh"
+#include <common/mapobjects/trigger/hurt.qh>
+
#include <lib/float.qh>
string autocvar_g_spawn_near_teammate;
.float msnt_timer;
-.float cvar_cl_spawn_near_teammate;
-
MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
{
if (!teamplay) return;
entity spawn_spot = M_ARGV(1, entity);
vector spawn_score = M_ARGV(2, vector);
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS_CVAR(player).cvar_cl_spawn_near_teammate))
return;
spawn_spot.msnt_lookat = NULL;
return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
// Note: when entering this, fixangle is already set.
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS_CVAR(player).cvar_cl_spawn_near_teammate))
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResource(it, RES_HEALTH) < autocvar_g_balance_health_regenstable) continue;
if (IS_DEAD(it)) continue;
if (time < it.msnt_timer) continue;
- if (time < it.spawnshieldtime) continue;
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, it)) continue;
if (weaponLocked(it)) continue;
if (it == player) continue;
*/
}
}
-
-REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");