{
if (!MUTATOR_CALLHOOK(reset_map_players))
{
- FOREACH_CLIENT(true, LAMBDA(
- /*
- only reset players if a restart countdown is active
- this can either be due to cvar sv_ready_restart_after_countdown having set
- restart_mapalreadyrestarted to 1 after the countdown ended or when
- sv_ready_restart_after_countdown is not used and countdown is still running
- */
- if (restart_mapalreadyrestarted || (time < game_starttime))
+ //if (restart_mapalreadyrestarted || (time < game_starttime))
+ //{
+ FOREACH_CLIENT(IS_PLAYER(it),
{
+ /*
+ only reset players if a restart countdown is active
+ this can either be due to cvar sv_ready_restart_after_countdown having set
+ restart_mapalreadyrestarted to 1 after the countdown ended or when
+ sv_ready_restart_after_countdown is not used and countdown is still running
+ */
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (IS_PLAYER(it))
- {
- // PlayerScore_Clear(it);
- it.killcount = 0;
- // stop the player from moving so that he stands still once he gets respawned
- it.velocity = '0 0 0';
- it.avelocity = '0 0 0';
- it.movement = '0 0 0';
- PutClientInServer(it);
- }
- }
- ));
+ // PlayerScore_Clear(it);
+ it.killcount = 0;
+ // stop the player from moving so that he stands still once he gets respawned
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ it.movement = '0 0 0';
+ PutClientInServer(it);
+ });
+ //}
}
}
}