WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
WriteByte(MSG_ENTITY, self.team);
- WriteShort(MSG_ENTITY, self.origin.x);
- WriteShort(MSG_ENTITY, self.origin.y);
- WriteShort(MSG_ENTITY, self.origin.z);
+ WriteCoord(MSG_ENTITY, self.origin.x);
+ WriteCoord(MSG_ENTITY, self.origin.y);
+ WriteCoord(MSG_ENTITY, self.origin.z);
return true;
}
if(autocvar_g_spawn_alloweffects)
{
- WriteByte(MSG_ENTITY, num_for_edict(self.owner));
- WriteShort(MSG_ENTITY, self.owner.origin.x);
- WriteShort(MSG_ENTITY, self.owner.origin.y);
- WriteShort(MSG_ENTITY, self.owner.origin.z);
+ WriteByte(MSG_ENTITY, etof(this.owner));
+ WriteCoord(MSG_ENTITY, this.owner.origin.x);
+ WriteCoord(MSG_ENTITY, this.owner.origin.y);
+ WriteCoord(MSG_ENTITY, this.owner.origin.z);
send = true;
}
- else if((to == self.owner) || (IS_SPEC(to) && (to.enemy == self.owner)) )
+ else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
{
WriteByte(MSG_ENTITY, 0);
send = true;
.vector spawnpoint_prevorigin;
void spawnpoint_think()
{
+ SELFPARAM();
self.nextthink = time + 0.1;
if(self.origin != self.spawnpoint_prevorigin)
{
{SELFPARAM();
float shortest, thisdist;
float prio;
- entity player;
prio = 0;
}
shortest = vlen(world.maxs - world.mins);
- FOR_EACH_PLAYER(player) if (player != self)
- {
- thisdist = vlen(player.origin - spot.origin);
+ FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(
+ thisdist = vlen(it.origin - spot.origin);
if (thisdist < shortest)
shortest = thisdist;
- }
+ ));
if(shortest > mindist)
prio += SPAWN_PRIO_GOOD_DISTANCE;