Item_ItemsTime_ResetTimes();
}
+MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver) {
+ Item_ItemsTime_SetTimesForPlayer(self);
+}
+
+MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn) {
+ if (warmup_stage) return;
+ Item_ItemsTime_ResetTimesForPlayer(self);
+}
+
#endif
if(IS_REAL_CLIENT(self))
{
- Item_ItemsTime_SetTimesForPlayer(self);
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEW);
WriteEntity(MSG_ONE, self);
else
self.superweapons_finished = 0;
- if(!warmup_stage)
- Item_ItemsTime_ResetTimesForPlayer(self);
-
if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
if(g_weaponarena_random_with_blaster)