X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fspawn_near_teammate%2Fsv_spawn_near_teammate.qc;h=2f0c794317b15ccbe8c41f85a90381c37208022e;hb=0ce97ac6e23a4bfa907cd5a25990b4abe90656cf;hp=5c7505614e829734f2e074d4371abb824542bb1f;hpb=35a8077bd0f39b3978210196c01a1c8828c6a2c3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index 5c7505614..2f0c79431 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -29,7 +29,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score) 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; @@ -79,7 +79,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) 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; @@ -96,7 +96,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) 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;