From 1faa3ef94ed5b80d03d1956e09fe95f2d3e8d67f Mon Sep 17 00:00:00 2001 From: Mario Date: Wed, 20 May 2020 18:55:16 +1000 Subject: [PATCH] Update spawnpoints on the client side when their team is changed via reset and activation --- qcsrc/server/spawnpoints.qc | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/qcsrc/server/spawnpoints.qc b/qcsrc/server/spawnpoints.qc index 5aa81a2a7..e2c5ab307 100644 --- a/qcsrc/server/spawnpoints.qc +++ b/qcsrc/server/spawnpoints.qc @@ -65,10 +65,16 @@ void spawnpoint_use(entity this, entity actor, entity trigger) { this.team = actor.team; some_spawn_has_been_used = true; + this.SendFlags |= 1; // update team on the client side } //LOG_INFO("spawnpoint was used!\n"); } +void spawnpoint_reset(entity this) +{ + this.SendFlags |= 1; // update team since it was restored during reset +} + void relocate_spawnpoint(entity this) { // nudge off the floor @@ -106,6 +112,7 @@ void relocate_spawnpoint(entity this) this.use = spawnpoint_use; setthink(this, spawnpoint_think); this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second + this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint this.team_saved = this.team; IL_PUSH(g_saved_team, this); if (!this.cnt) -- 2.39.2