//NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
if (self.classname == "player") {
//PlayerScore_Clear(self);
+ if(g_lms)
+ PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
self.killcount = 0;
//stop the player from moving so that he stands still once he gets respawned
self.velocity = '0 0 0';
MUTATOR_HOOKFUNCTION(lms_PlayerSpawn)
{
- PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
-
// player is dead and becomes observer
// FIXME fix LMS scoring for new system
if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)