}
}
-void spawnpoint_use()
-{SELFPARAM();
+void spawnpoint_use(entity this, entity actor, entity trigger)
+{
if(teamplay)
if(have_team_spawns > 0)
{
- self.team = activator.team;
+ this.team = actor.team;
some_spawn_has_been_used = 1;
}
//LOG_INFO("spawnpoint was used!\n");
}
}
- self.use = spawnpoint_use;
+ self.use1 = spawnpoint_use;
self.think = spawnpoint_think;
self.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
self.team_saved = self.team;