void Item_ScheduleInitialRespawn(entity e)
{
Item_Show(e, 0);
- Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
+ Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
}
float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
FIELD_SCALAR(fld, platmovetype) \
FIELD_SCALAR(fld, race_place) \
FIELD_SCALAR(fld, radius) \
+ FIELD_SCALAR(fld, respawntimestart) \
FIELD_SCALAR(fld, respawntimejitter) \
FIELD_SCALAR(fld, respawntime) \
FIELD_SCALAR(fld, restriction) \
.float scheduledrespawntime;
.float respawntime;
.float respawntimejitter;
+.float respawntimestart;
//.float chasecam;
.float damageforcescale;