Properly force spawn order of teams, so dummy doesn't get strong hook. Fix #1828

Mimic old behavior of having a respawn tick > 0 ticks after current tick.
2 ticks later is still "instant enough".
The code below the change mentions strong spawning,
so without deciphering it we simply give 2 extra ticks to make sure that
it executes before spawning (2 instead of 1 so that it definitely
executes for both primary and dummy).
This commit is contained in:
d3fault 2019-09-29 13:12:55 -07:00
parent 718eebd9ce
commit 5f193d009e

View file

@ -195,7 +195,7 @@ void CPlayer::Tick()
if(!GameServer()->m_World.m_Paused)
{
int EarliestRespawnTick = m_PreviousDieTick+Server()->TickSpeed()*3;
int RespawnTick = maximum(m_DieTick, EarliestRespawnTick);
int RespawnTick = maximum(m_DieTick, EarliestRespawnTick)+2;
if(!m_pCharacter && RespawnTick <= Server()->Tick())
m_Spawning = true;