+ if(self.modelindex != 0 && cvar("g_respawn_ghosts"))
+ {
+ self.solid = SOLID_NOT;
+ self.takedamage = DAMAGE_NO;
+ self.movetype = MOVETYPE_FLY;
+ self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");
+ self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;
+ self.effects |= EF_ADDITIVE;
+ self.oldcolormap = self.colormap;
+ self.colormap = 512;
+ pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
+ if(cvar("g_respawn_ghosts_maxtime"))
+ SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);
+ }
+