From 4503498a488e1890bb34f15cb3d211401d56a521 Mon Sep 17 00:00:00 2001 From: terencehill Date: Fri, 21 Jun 2013 00:38:10 +0200 Subject: [PATCH] Spawn vehicles according to g_start_delay and make work better g_vehicles_delayspawn_jitter (jitter 10 is now a random number in the interval [-5,+5] instead of [0,+10]) --- qcsrc/server/vehicles/vehicles.qc | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/qcsrc/server/vehicles/vehicles.qc b/qcsrc/server/vehicles/vehicles.qc index 1e78bd5a2..172f85000 100644 --- a/qcsrc/server/vehicles/vehicles.qc +++ b/qcsrc/server/vehicles/vehicles.qc @@ -1273,15 +1273,14 @@ float vehicle_initialize(string net_name, self.event_damage = func_null; self.touch = vehicles_touch; self.think = vehicles_spawn; - self.nextthink = time; self.vehicle_respawntime = _respawntime; self.vehicle_spawn = spawnproc; self.effects = EF_NODRAW; self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; - if(!autocvar_g_vehicles_delayspawn) - self.nextthink = time + game_starttime; - else - self.nextthink = time + _respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter); + if(!autocvar_g_vehicles_delayspawn) + self.nextthink = time; + else + self.nextthink = max(time, game_starttime) + _respawntime + ((random() * 2 - 1) * autocvar_g_vehicles_delayspawn_jitter); if(autocvar_g_playerclip_collisions) self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; -- 2.39.2