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Diffstat (limited to 'source/sourcemod/scripting/gokz-core/misc.sp')
-rw-r--r--source/sourcemod/scripting/gokz-core/misc.sp19
1 files changed, 11 insertions, 8 deletions
diff --git a/source/sourcemod/scripting/gokz-core/misc.sp b/source/sourcemod/scripting/gokz-core/misc.sp
index ae44a1d..6c322e9 100644
--- a/source/sourcemod/scripting/gokz-core/misc.sp
+++ b/source/sourcemod/scripting/gokz-core/misc.sp
@@ -208,7 +208,10 @@ void OnPlayerRunCmd_Turnbinds(int client, int buttons, int tickcount, float angl
void OnPlayerSpawn_PlayerCollision(int client)
{
// Let players go through other players
- // SetEntProp(client, Prop_Send, "m_CollisionGroup", GOKZ_COLLISION_GROUP_STANDARD);
+
+ int warmup = GameRules_GetProp( "m_bWarmupPeriod" );
+ if( warmup )
+ SetEntProp(client, Prop_Send, "m_CollisionGroup", GOKZ_COLLISION_GROUP_STANDARD);
}
void OnSetModel_PlayerCollision(int client)
@@ -348,13 +351,13 @@ void JoinTeam(int client, int newTeam, bool restorePos, bool forceBroadcast = fa
player.StopTimer();
// Just joining a team alone can put you into weird invalid spawns.
// Need to teleport the player to a valid one.
- float spawnOrigin[3];
- float spawnAngles[3];
- if (newTeam == CS_TEAM_CT)
- GetValidSpawnCT(spawnOrigin, spawnAngles);
- else
- GetValidSpawnT(spawnOrigin, spawnAngles);
- TeleportPlayer(client, spawnOrigin, spawnAngles);
+ // float spawnOrigin[3];
+ // float spawnAngles[3];
+ // if (newTeam == CS_TEAM_CT)
+ // GetValidSpawnCT(spawnOrigin, spawnAngles);
+ // else
+ // GetValidSpawnT(spawnOrigin, spawnAngles);
+ // TeleportPlayer(client, spawnOrigin, spawnAngles);
}
hasSavedPosition[client] = false;
Call_GOKZ_OnJoinTeam(client, newTeam);