self = oldself;
}
-vector target_objective_spawn_evalfunc(entity player, entity spot, float teamcheck, vector current)
+vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
{
if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
return '-1 0 0';
prio += SPAWN_PRIO_GOOD_DISTANCE;
spawn_score = prio * '1 0 0' + shortest * '0 1 0';
+ spawn_score_spot = spot;
// filter out spots for assault
if(spot.target != "") {
{
entity oldself = self;
self = ent;
- spawn_score = ent.spawn_evalfunc(oldself, spot, teamcheck, spawn_score);
+ spawn_score = ent.spawn_evalfunc(oldself, spot, spawn_score);
self = oldself;
if(spawn_score_x < 0)
return spawn_score;
void PlayerUseKey();
-typedef vector(entity player, entity spot, float teamcheck, vector current) spawn_evalfunc_t;
+typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
.spawn_evalfunc_t spawn_evalfunc;
// return 1 to make the spawnpoint unusable
// INPUT
entity self; // player wanting to spawn
+ entity spawn_score_spot; // spot to be evaluated
// IN+OUT
vector spawn_score; // _x is priority, _y is "distance"
self = oldself;
}
-vector trigger_race_checkpoint_spawn_evalfunc(entity player, entity spot, float teamcheck, vector current)
+vector trigger_race_checkpoint_spawn_evalfunc(entity player, entity spot, vector current)
{
if(g_race_qualifying)
{