//LOG_INFO("spawnpoint was used!\n");
}
+bool spawnpoint_customize(entity this, entity client)
+{
+ return (this.active == ACTIVE_ACTIVE);
+}
+
+void spawnpoint_setactive(entity this, int act)
+{
+ int old_status = this.active;
+ if(act == ACTIVE_TOGGLE)
+ this.active = (this.active == ACTIVE_ACTIVE) ? ACTIVE_NOT : ACTIVE_ACTIVE;
+ else
+ this.active = act;
+
+ if(this.active != old_status)
+ {
+ // mappers may attempt to let players disable enemy spawns
+ if(teamplay && have_team_spawns > 0)
+ some_spawn_has_been_used = true;
+ this.SendFlags |= 1;
+ }
+}
void spawnpoint_reset(entity this)
{
this.SendFlags |= 1; // update team since it was restored during reset
}
}
+ this.active = ACTIVE_ACTIVE;
+ this.setactive = spawnpoint_setactive;
+ setcefc(this, spawnpoint_customize);
this.use = spawnpoint_use;
setthink(this, spawnpoint_think);
this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
if(!spot.target || spot.target == "")
return '-1 0 0';
+ if(spot.active != ACTIVE_ACTIVE && targetcheck)
+ return '-1 0 0';
+
if(IS_REAL_CLIENT(this))
{
if(spot.restriction == 1)