From: Martin Taibr Date: Sat, 2 Sep 2017 01:47:00 +0000 (+0200) Subject: use expression to enable SNT X-Git-Tag: xonotic-v0.8.5~2485^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b914908990468ed4e81fa5a97c1c3aeb3ca8cd57;p=xonotic%2Fxonotic-data.pk3dir.git use expression to enable SNT --- diff --git a/defaultOverkill.cfg b/defaultOverkill.cfg index 2444301b9..f63f689f3 100644 --- a/defaultOverkill.cfg +++ b/defaultOverkill.cfg @@ -28,7 +28,7 @@ set g_nades_nade_newton_style 2 set g_dodging 1 set sv_dodging_wall_dodging 1 -set g_spawn_near_teammate 1 +set g_spawn_near_teammate "!g_assault !g_freezetag" set g_spawn_near_teammate_ignore_spawnpoint 1 set g_spawnshieldtime 0.5 set g_respawn_delay_forced 2 diff --git a/mutators.cfg b/mutators.cfg index 23c72435c..5eb8d1b9d 100644 --- a/mutators.cfg +++ b/mutators.cfg @@ -108,7 +108,7 @@ set g_rocket_flying 0 "set to 1 to enable rocket flying in all balance configs" // spawn near teammate // ===================== seta cl_spawn_near_teammate 1 "toggle for spawning near teammates (only effective if g_spawn_near_teammate_ignore_spawnpoint is 2)" -set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate" +set g_spawn_near_teammate 0 "players prefer spawns near a team mate" set g_spawn_near_teammate_distance 640 "max distance to consider a spawn to be near a team mate" set g_spawn_near_teammate_ignore_spawnpoint 0 "ignore spawnpoints and spawn right at team mates, if 2, clients can ignore this option" set g_spawn_near_teammate_ignore_spawnpoint_max 10 "if set, test at most this many of the available teammates" diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index fab94a1d7..d5e57879e 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -57,12 +57,6 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) { if (!teamplay) return; - // in assault it makes it prety much impossible to stop an attack - if (g_assault) return; - - // when players fall off the map they respawn near a teammate which is usually a safe place and get unforzen too easily - if (g_freezetag) return; - entity player = M_ARGV(0, entity); entity spawn_spot = M_ARGV(1, entity);