if (have_team_spawns != 0)
if (self.team)
have_team_spawns = 1;
+ if (!self.team)
+ have_noteam_spawns = 1;
if (autocvar_r_showbboxes)
{
replacement = cursor_ent.netname;
if (!replacement || !cursor_ent)
replacement = "nothing";
- } else if (escape == "p") {
- if (self.last_selected_player)
- replacement = self.last_selected_player.netname;
- else
- replacement = "(nobody)";
} else if (escape == "s")
replacement = ftos(vlen(self.velocity - self.velocity_z * '0 0 1'));
else if (escape == "S")
GetCvars_handleFloat(s, f, autoswitch, "cl_autoswitch");
GetCvars_handleFloat(s, f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
GetCvars_handleFloat(s, f, cvar_scr_centertime, "scr_centertime");
- GetCvars_handleFloat(s, f, cvar_cl_shownames, "cl_shownames");
GetCvars_handleString(s, f, cvar_g_xonoticversion, "g_xonoticversion");
GetCvars_handleFloat(s, f, cvar_cl_handicap, "cl_handicap");
GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
precache_model ("models/sprites/10.spr32");
// common weapon precaches
+ precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound here
precache_sound ("weapons/weapon_switch.wav");
precache_sound ("weapons/weaponpickup.wav");
precache_sound ("weapons/unavailable.wav");