self.event_damage = func_null;
self.touch = vehicles_touch;
self.think = vehicles_spawn;
- self.nextthink = time;
self.vehicle_respawntime = _respawntime;
self.vehicle_spawn = spawnproc;
self.effects = EF_NODRAW;
self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
- if(!autocvar_g_vehicles_delayspawn)
- self.nextthink = time + game_starttime;
- else
- self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter);
+ if(!autocvar_g_vehicles_delayspawn)
+ self.nextthink = time;
+ else
+ self.nextthink = max(time, game_starttime) + _respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter);
if(autocvar_g_playerclip_collisions)
self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;