}
DropAllRunes(self);
- MUTATOR_CALLHOOK(MakePlayerObserver);
Portal_ClearAll(self);
}
else
self.frags = FRAGS_SPECTATOR;
+
+ MUTATOR_CALLHOOK(MakePlayerObserver);
}
float RestrictSkin(float s)
}
self.cnt = WEP_LASER;
- self.nixnex_lastchange_id = -1;
CL_SpawnWeaponentity();
self.alpha = default_player_alpha;
target_voicescript_clear(self);
// reset fields the weapons may use
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- weapon_action(j, WR_RESETPLAYER);
+ for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+ weapon_action(j, WR_RESETPLAYER);
oldself = self;
self = spot;
SUB_UseTargets();
activator = world;
self = oldself;
+
+ MUTATOR_CALLHOOK(PlayerSpawn);
} else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
PutObserverInServer ();
}
self.effects = self.effects - (self.effects & EF_NODRAW);
}
- Nixnex_GiveCurrentWeapon();
-
if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
UpdateSelectedPlayer();