MUTATOR_HOOKFUNCTION(itemstime, reset_map_global) {
Item_ItemsTime_ResetTimes();
+ // ALL the times need to be reset before .reset()ing each item
+ // since Item_Reset schedules respawn of superweapons and powerups
+ for (self = world; (self = nextent(self)); )
+ if (IS_NOT_A_CLIENT(self))
+ {
+ if (self.reset)
+ Item_ItemsTime_SetTime(self, 0);
+ }
+ Item_ItemsTime_SetTimesForAllPlayers();
}
MUTATOR_HOOKFUNCTION(itemstime, MakePlayerObserver) {
MUTATOR_CALLHOOK(reset_map_global);
- // ALL the times need to be reset before .reset()ing each item
- // since Item_Reset schedules respawn of superweapons and powerups
- for(self = world; (self = nextent(self)); )
- if(IS_NOT_A_CLIENT(self))
- {
- if(self.reset)
- Item_ItemsTime_SetTime(self, 0);
- }
-
for(self = world; (self = nextent(self)); )
if(IS_NOT_A_CLIENT(self))
{
}
}
- Item_ItemsTime_SetTimesForAllPlayers();
-
FOR_EACH_PLAYER(self)
if(self.frozen)
Unfreeze(self);