prio = 0;
// filter out spots for the wrong team
- if(teamcheck)
- if(spot.team != teamcheck)
- return '-1 0 0';
+ if(teamcheck >= 0)
+ if(spot.team != teamcheck)
+ return '-1 0 0';
if(race_spawns)
if(spot.target == "")
spotlist = spot;
/*
- if(teamcheck)
+ if(teamcheck >= 0)
if(spot.team != teamcheck)
error("invalid spawn added");
/*
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = spotlist; e; e = e.chain)
{
print("seen ", etos(e), "\n");
if (spot)
return spot;
- teamcheck = 0;
-
- if(!anypoint && have_team_spawns > 0)
- teamcheck = self.team;
+ if(anypoint)
+ teamcheck = -1;
+ else if(have_team_spawns > 0)
+ teamcheck = self.team; // MUST be team
+ else if(have_team_spawns == 0 && have_noteam_spawns)
+ teamcheck = 0; // MUST be noteam
+ else
+ teamcheck = -1;
+ // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
// get the list of players
playerlist = findchain(classname, "player");
print("spot mindistance: ", vtos(spot.spawnpoint_score), "\n");
entity e;
- if(teamcheck)
+ if(teamcheck >= 0)
for(e = firstspot; e; e = e.chain)
if(e.team != teamcheck)
error("invalid spawn found");
self.iscreature = FALSE;
self.health = -666;
self.takedamage = DAMAGE_NO;
- self.solid = SOLID_NOT;
- self.movetype = MOVETYPE_NOCLIP;
+ self.solid = SOLID_TRIGGER; // FIXME: SOLID_TRIGGER doesn't work for doors, and SOLID_NOT doesn't work for teleporters... can we do what warpzones do to fix this?
+ self.movetype = MOVETYPE_FLY;
self.flags = FL_CLIENT | FL_NOTARGET;
self.armorvalue = 666;
self.effects = 0;
self.fixangle = TRUE;
self.crouch = FALSE;
- self.view_ofs = PL_VIEW_OFS;
+ self.view_ofs = '0 0 0'; // so that you can't go inside walls with MOVETYPE_FLY, previously "PL_VIEW_OFS" - for some reason this is diff from normal players
setorigin (self, spot.origin);
- setsize (self, '0 0 0', '0 0 0');
+ setsize (self, '-16 -16 -24', '16 16 24'); // so that you can't go inside walls with MOVETYPE_FLY
self.prevorigin = self.origin;
self.items = 0;
self.weapons = 0;
WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
+ WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
self.impulse = 0;
self.items = spectatee.items;
self.last_pickup = spectatee.last_pickup;
+ self.hit_time = spectatee.hit_time;
self.metertime = spectatee.metertime;
self.strength_finished = spectatee.strength_finished;
self.invincible_finished = spectatee.invincible_finished;
self.weapons = spectatee.weapons;
self.switchweapon = spectatee.switchweapon;
self.weapon = spectatee.weapon;
+ self.nex_charge = spectatee.nex_charge;
+ self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
self.view_ofs = spectatee.view_ofs;
self.v_angle = spectatee.v_angle;
playerdemo_write();
- if((g_cts || g_race) && self.cvar_cl_allow_uid2name == 1)
+ if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
{
if(!self.stored_netname)
self.stored_netname = strzone(uid2name(self.crypto_idfp));