Don't holdup spawning if tees are there

fixed cl_ddrace_scoreboard
This commit is contained in:
GreYFoXGTi 2011-02-16 19:04:30 +02:00
parent cd998a2a93
commit 793ea4a499
2 changed files with 4 additions and 3 deletions

View file

@ -168,7 +168,7 @@ void CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const ch
// render headlines
TextRender()->Text(0, x+10, y, 24.0f, Localize("Score"), -1);
if(m_IsGameTypeRace)
if(m_IsGameTypeRace && g_Config.m_ClDDRaceScoreBoard)
{
TextRender()->Text(0, x+125+Offset, y, 24.0f, Localize("Name"), -1);
TextRender()->Text(0, x+w-75, y, 24.0f, Localize("Ping"), -1);
@ -215,7 +215,7 @@ void CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const ch
float FontSizeResize = FontSize;
float Width;
if(m_IsGameTypeRace)
if(m_IsGameTypeRace && g_Config.m_ClDDRaceScoreBoard)
{
const float ScoreWidth = 150.0f;
const float PingWidth = 60.0f;

View file

@ -73,10 +73,11 @@ void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int T)
// get spawn point
for(int i = 0; i < m_aNumSpawnPoints[T]; i++)
{
/*
// check if the position is occupado
if(GameServer()->m_World.FindEntities(m_aaSpawnPoints[T][i], 64, 0, 1, CGameWorld::ENTTYPE_CHARACTER))
continue;
*/
vec2 P = m_aaSpawnPoints[T][i];
float S = EvaluateSpawnPos(pEval, P);
if(!pEval->m_Got || pEval->m_Score > S)