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(clienttype(self) == CLIENTTYPE_NOTACLIENT)
{
if(self.reset)
{
if(gameover)
{
+ if(warmup && time < warmup)
+ {
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
+ warmup = 0;
+ }
if(champion && g_arena)
{
FOR_EACH_REALCLIENT(e)
FOR_EACH_CLIENT(e)
{
if(e.spawned && e.classname == "player")
- e.movetype = MOVETYPE_NONE;
- e.velocity = '0 0 0';
- e.avelocity = '0 0 0';
- e.movement = '0 0 0';
+ e.player_blocked = 1;
}
}
}
}
if(g_arena) {
- FOR_EACH_PLAYER(e)
+ FOR_EACH_CLIENT(e)
{
- if(e.health > 0 && e.movetype == MOVETYPE_NONE)
- e.movetype = MOVETYPE_WALK;
+ 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);