void checkpoint_passed(entity this, entity player)
{
+ if(IS_VEHICLE(player) && player.owner)
+ player = player.owner;
+
if(player.personal && autocvar_g_allow_checkpoints)
return; // practice mode!
void checkpoint_touch(entity this, entity toucher)
{
EXACTTRIGGER_TOUCH(this, toucher);
- if(IS_VEHICLE(toucher) && toucher.owner)
- toucher = toucher.owner;
checkpoint_passed(this, toucher);
}
if(trigger.classname == "info_player_deathmatch") // a spawn, a spawn
return;
- if(IS_VEHICLE(actor) && actor.owner)
- actor = actor.owner;
checkpoint_passed(this, actor);
}