#include "../common/animdecide.qh"
+#define RESPAWN_DELAY_OVERTIMEFACTOR_MAX 5
+
void Drop_Special_Items(entity player)
{
// called when the player has become stuck or frozen
if (checkrules_overtimesadded)
{
float delay_overtimefactor = pow(GAMETYPE_DEFAULTED_SETTING(respawn_delay_overtimefactor), checkrules_overtimesadded);
+ // cap the factor at a max value
+ delay_overtimefactor = min(delay_overtimefactor, RESPAWN_DELAY_OVERTIMEFACTOR_MAX);
sdelay_small *= delay_overtimefactor;
sdelay_large *= delay_overtimefactor;
sdelay_max *= delay_overtimefactor;