SELFPARAM();
if (!allowed_to_spawn && IS_PLAYER(this)) // this is true even when player is trying to join
{
- this.classname = STR_OBSERVER;
+ TRANSMUTE(Observer, this);
if (this.jointime != time && !this.caplayer) // not when connecting
{
this.caplayer = 0.5;
}
if (it.caplayer)
{
- it.classname = STR_PLAYER;
+ TRANSMUTE(Player, it);
it.caplayer = 1;
WITH(entity, self, it, PutClientInServer());
}
MUTATOR_HOOKFUNCTION(ca, ClientConnect)
{
SELFPARAM();
- this.classname = STR_OBSERVER;
+ TRANSMUTE(Observer, this);
return true;
}