#include "../common/mapobjects/teleporters.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
#include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/trigger/swamp.qh>
#include "../common/vehicles/all.qh"
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+ if(this.swampslug)
+ delete(this.swampslug);
+ this.in_swamp = false;
STAT(HUD, this) = HUD_NORMAL;
this.event_damage = PlayerDamage;
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
CS(this).impulse = 0;
+ this.disableclientprediction = 1; // no need to run prediction on a spectator
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ if(WEP_CVAR(vortex, charge_always))
+ W_Vortex_Charge(this, weaponentity, frametime);
W_WeaponFrame(this, weaponentity);
}