MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn)
{
// Note: when entering this, fixangle is already set.
MUTATOR_HOOKFUNCTION(msnt_PlayerSpawn)
{
// Note: when entering this, fixangle is already set.
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
self.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
else if(spawn_spot.msnt_lookat)
{
self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
else if(spawn_spot.msnt_lookat)
{
self.angles = vectoangles(spawn_spot.msnt_lookat.origin - self.origin);
self.angles_z = 0; // never spawn tilted even if the spot says to
/*
sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
self.angles_z = 0; // never spawn tilted even if the spot says to
/*
sprint(self, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
MUTATOR_DEFINITION(mutator_spawn_near_teammate)
{
MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, msnt_PlayerDies, CBC_ORDER_ANY);
MUTATOR_DEFINITION(mutator_spawn_near_teammate)
{
MUTATOR_HOOK(Spawn_Score, msnt_Spawn_Score, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, msnt_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, msnt_PlayerDies, CBC_ORDER_ANY);