#include <common/command/_mod.qh>
#include <common/constants.qh>
#include <common/gamemodes/_mod.qh>
+#include <common/items/inventory.qh>
#include <common/mapinfo.qh>
#include <common/net_linked.qh>
#include <common/notifications/all.qh>
shuffleteams();
shuffleteams_on_reset_map = false;
}
+
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ if (STAT(FROZEN, it))
+ Unfreeze(it, false);
+ player_powerups_remove_all(it);
+ entity store = PS(it);
+ if (store)
+ {
+ Inventory_clear(store.inventory);
+ Inventory_update(store);
+ }
+ });
+
MUTATOR_CALLHOOK(reset_map_global);
FOREACH_ENTITY_FLOAT_ORDERED(pure_data, false,
if (it.reset2) it.reset2(it);
});
- FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), { Unfreeze(it, false); });
-
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
if (dorespawn)
restart_mapalreadyrestarted to 1 after the countdown ended or when
sv_ready_restart_after_countdown is not used and countdown is still running
*/
- // NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
// PlayerScore_Clear(it);
CS(it).killcount = 0;
// stop the player from moving so that he stands still once he gets respawned