race_ReadyRestart();
- FOR_EACH_CLIENT(self) {
- // just to make sure, as the FL_PROJECTILE handling is bad for
- // these
- RemoveGrapplingHook();
- }
-
for(self = world; (self = nextent(self)); )
if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
{
//pl.disableclientprediction = FALSE;
}
+void GrapplingHookReset(void)
+{
+ if(self.realowner.hook == self)
+ RemoveGrapplingHook(self.owner);
+ else // in any case:
+ remove(self);
+}
+
void GrapplingHookThink();
void GrapplingHook_Stop()
{
missile = WarpZone_RefSys_SpawnSameRefSys(self);
missile.owner = missile.realowner = self;
self.hook = missile;
+ missile.reset = GrapplingHookReset;
missile.classname = "grapplinghook";
missile.movetype = MOVETYPE_FLY;