race_ReadyRestart();
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
+ if(IS_NOT_A_CLIENT(self))
{
if(self.reset)
{
// Waypoints and assault start come LAST
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+ if(IS_NOT_A_CLIENT(self))
{
if(self.reset2)
{
// on spawnpoint entities which have to be reset first --blub
if(dorespawn)
FOR_EACH_CLIENT(self) {
- if(self.flags & FL_CLIENT) // reset all players
+ if(IS_CLIENT(self)) // reset all players
{
if(g_arena)
{
}
else if(g_freezetag)
{
- if(self.classname == "player")
+ if(IS_PLAYER(self))
PutClientInServer();
}
else
if (restart_mapalreadyrestarted || (time < game_starttime))
{
//NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (self.classname == "player") {
+ if (IS_PLAYER(self)) {
//PlayerScore_Clear(self);
if(g_lms)
PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
if(g_arena)
- if(champion && champion.classname == "player" && player_count > 1)
+ if(champion && IS_PLAYER(champion) && player_count > 1)
UpdateFrags(champion, +1);
self = oldself;
if (g_arena) {
FOR_EACH_CLIENT(e)
{
- if(e.spawned && e.classname == "player")
- e.blocked = 1;
+ if(e.spawned && IS_PLAYER(e))
+ e.player_blocked = 1;
}
}
}
if(g_arena) {
FOR_EACH_CLIENT(e)
{
- if(e.blocked)
- e.blocked = 0;
+ if(e.player_blocked)
+ e.player_blocked = 0;
}
}
}
*/
void Spawnqueue_Check()
{
- if(warmup == 0 && g_ca)
+ if(warmup == 0 && g_ca && !inWarmupStage)
{
if(red_players || blue_players)
reset_map(TRUE);