diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index 7375d199..e1c179b5 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -91,18 +91,6 @@ bool function VerifyCTFSpawnpoint( entity spawnpoint, int team ) return true } -void function CTFInitPlayer( entity player ) -{ - if ( !IsValid( file.imcFlagSpawn ) ) - return - - vector imcSpawn = file.imcFlagSpawn.GetOrigin() - Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z ) - - vector militiaSpawn = file.militiaFlagSpawn.GetOrigin() - Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z ) -} - void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) { if ( !IsValid( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ) ) ) // getting a crash idk @@ -236,6 +224,18 @@ void function RemoveFlags() SetFlagStateForTeam( TEAM_IMC, eFlagState.None ) } +void function CTFInitPlayer( entity player ) +{ + if ( !IsValid( file.imcFlagSpawn ) ) + return + + vector imcSpawn = file.imcFlagSpawn.GetOrigin() + Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z ) + + vector militiaSpawn = file.militiaFlagSpawn.GetOrigin() + Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z ) +} + void function TrackFlagReturnTrigger( entity flag, entity returnTrigger ) { // this is a bit of a hack, it seems parenting the return trigger to the flag actually sets the pickup radius of the flag to be the same as the trigger |