entity oldself;
oldself = self;
- if(g_arena && autocvar_g_arena_warmup)
- warmup = time + autocvar_g_arena_warmup;
- else if(g_ca) {
- warmup = time + autocvar_g_ca_warmup;
+ if(g_arena)
+ {
+ warmup = max(time, game_starttime);
+ if(autocvar_g_arena_warmup > 0)
+ warmup += autocvar_g_arena_warmup;
+ }
+ else if(g_ca)
+ {
+ warmup = max(time, game_starttime);
+ if(autocvar_g_ca_warmup > 0)
+ warmup += autocvar_g_ca_warmup;
allowed_to_spawn = 1;
}
else if(g_freezetag)
{
- warmup = time + autocvar_g_freezetag_warmup;
+ warmup = max(time, game_starttime);
+ if(autocvar_g_freezetag_warmup > 0)
+ warmup += autocvar_g_freezetag_warmup;
}
lms_lowest_lives = 999;
race_ReadyRestart();
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
+ if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
{
if(self.reset)
{
*/
void Spawnqueue_Check()
{
- if(warmup == 0 && g_ca)
+ if(warmup == 0 && g_ca && !inWarmupStage)
{
if(red_players || blue_players)
reset_map(TRUE);