RandomSelection_Init();
for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
- if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
{
+ if(e == this.realowner) continue;
+ if(e.takedamage != DAMAGE_AIM) continue;
+ if(IS_PLAYER(e) && this.realowner && SAME_TEAM(e, this)) continue;
+
p = e.origin;
p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);