void calculate_player_respawn_time()
{
+ if(g_ca)
+ return;
+
float gametype_setting_tmp;
float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
self.flags &= ~FL_ONGROUND;
// dying animation
self.deadflag = DEAD_DYING;
+
// when to allow respawn
calculate_player_respawn_time();