const int SPAWN_PRIO_RACE_PREVIOUS_SPAWN = 50;
const int SPAWN_PRIO_GOOD_DISTANCE = 10;
+bool some_spawn_has_been_used;
+int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
+int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
+
.vector spawnpoint_score;
float spawnpoint_nag;
bool SpawnEvent_Send(entity this, entity to, int sf);
.spawn_evalfunc_t spawn_evalfunc;
.int restriction;
+
+IntrusiveList g_spawnpoints;
+STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }