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>
This commit is contained in:
bors[bot] 2019-07-19 00:40:10 +00:00
commit 72dcf6fba6

View file

@ -646,6 +646,8 @@ void CGameTeams::OnCharacterSpawn(int ClientID)
void CGameTeams::OnCharacterDeath(int ClientID, int Weapon)
{
GameServer()->m_apPlayers[ClientID]->Respawn(); // queue the spawn as kill tiles don't
m_Core.SetSolo(ClientID, false);
int Team = m_Core.Team(ClientID);