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Merge #1838
1838: Force spawn order of teams. Fix #1828 r=heinrich5991 a=Learath2 This has an unfortunate(?) consequence of causing tees that hit kill tiles and fall out of map respawn instantly. If this is undesirable the fix would be a little more complex, maybe implementing a delay to the spawn in `CPlayer` or reordering the entity list to force strong on the tee (by swapping with one of their teammates (this might have some undesirable effects aswell, not sure though)). Co-authored-by: Learath <learath2@gmail.com>
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@ -646,6 +646,8 @@ void CGameTeams::OnCharacterSpawn(int ClientID)
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void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
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{
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GameServer()->m_apPlayers[ClientID]->Respawn(); // queue the spawn as kill tiles don't
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m_Core.SetSolo(ClientID, false);
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int Team = m_Core.Team(ClientID);
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