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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut6
1 files changed, 3 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
index 4a756c02..3213827d 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
@@ -116,8 +116,8 @@ void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, in
vector zonePos = averageFriendlySpawns + Normalize( averageEnemySpawns - averageFriendlySpawns ) * ( i * averageFriendlySpawnDist )
float zonePower
- foreach ( entity player in enemyPlayers )
- if ( Distance2D( player.GetOrigin(), zonePos ) < averageFriendlySpawnDist )
+ foreach ( entity otherPlayer in enemyPlayers )
+ if ( Distance2D( otherPlayer.GetOrigin(), zonePos ) < averageFriendlySpawnDist )
zonePower += 1.0 / enemyPlayers.len()
zonePower = min( zonePower, remainingZonePower )
@@ -134,7 +134,7 @@ bool function VerifyCTFSpawnpoint( entity spawnpoint, int team )
{
// ensure spawnpoints aren't too close to enemy base
- if ( HasSwitchedSides() && spawnpoint.GetTeam() >= 2 )
+ if ( HasSwitchedSides() && spawnpoint.GetTeam() >= TEAM_IMC )
team = GetOtherTeam( team )
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )