bool autocvar_g_overkill_ammo_charge;
float autocvar_g_overkill_ammo_charge_notice;
float autocvar_g_overkill_ammo_charge_limit;
-int autocvar_g_spawn_near_teammate;
float autocvar_g_spawn_near_teammate_distance;
-bool autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
float autocvar_g_onslaught_debug;
float DistributeEvenly_totalweight;
void objerror(string s);
void droptofloor();
-void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints
-void() spawnpoint_use;
void() SUB_Remove;
void attach_sameorigin(entity e, entity to, string tag);
self.team = activator.team;
some_spawn_has_been_used = 1;
}
- LOG_INFO("spawnpoint was used!\n");
+ //LOG_INFO("spawnpoint was used!\n");
}
void relocate_spawnpoint()
float SpawnEvent_Send(entity to, int sf);
entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck);
entity SelectSpawnPoint (float anypoint);
+void spawnfunc_info_player_deathmatch();
+void spawnpoint_use();
#endif