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spawnpoints.qc File Reference
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Functions

void link_spawnpoint (entity this)
void relocate_spawnpoint (entity this)
entity SelectSpawnPoint (entity this, bool anypoint)
entity Spawn_FilterOutBadSpots (entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
vector Spawn_Score (entity this, entity spot, float mindist, float teamcheck, bool targetcheck)
void Spawn_ScoreAll (entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
entity Spawn_WeightedPoint (entity firstspot, float lower, float upper, float exponent)
bool SpawnEvent_Send (entity this, entity to, int sf)
 spawnfunc (info_player_deathmatch)
 spawnfunc (info_player_start)
 spawnfunc (info_player_survivor)
 spawnfunc (info_player_team1)
 spawnfunc (info_player_team2)
 spawnfunc (info_player_team3)
 spawnfunc (info_player_team4)
bool spawnpoint_customize (entity this, entity client)
void spawnpoint_reset (entity this)
bool SpawnPoint_Send (entity this, entity to, int sf)
void spawnpoint_setactive (entity this, int act)
void spawnpoint_think (entity this)
void spawnpoint_use (entity this, entity actor, entity trigger)

Variables

vector spawnpoint_prevorigin
bool testspawn_checked
entity testspawn_point

Function Documentation

◆ link_spawnpoint()

void link_spawnpoint ( entity this)

Definition at line 106 of file spawnpoints.qc.

107{
108 bool anypoint = (autocvar_g_spawn_useallspawns || (teamplay && have_team_spawns <= 0)); // TODO: check if available teams is equal to spawnpoints available
109
110 // Don't show team spawns in non-team matches,
111 // and don't show non-team spawns in team matches.
112 // (Unless useallspawns is activated)
113 if(anypoint || !((teamplay && !Team_IsValidTeam(this.team)) || (!teamplay && Team_IsValidTeam(this.team))))
114 Net_LinkEntity(this, false, 0, SpawnPoint_Send);
115}
int team
Definition main.qh:188
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:123
bool SpawnPoint_Send(entity this, entity to, int sf)
bool autocvar_g_spawn_useallspawns
Definition spawnpoints.qh:5
int have_team_spawns
bool Team_IsValidTeam(int team_num)
Returns whether team value is valid.
Definition teams.qh:133
bool teamplay
Definition teams.qh:59

References autocvar_g_spawn_useallspawns, entity(), have_team_spawns, Net_LinkEntity(), SpawnPoint_Send(), team, Team_IsValidTeam(), and teamplay.

Referenced by relocate_spawnpoint().

◆ relocate_spawnpoint()

void relocate_spawnpoint ( entity this)

Definition at line 117 of file spawnpoints.qc.

118{
119 // nudge off the floor
120 setorigin(this, this.origin + '0 0 1');
121
122 tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, true, this);
124 {
125 vector o;
126 o = this.origin;
127 this.mins = PL_MIN_CONST;
128 this.maxs = PL_MAX_CONST;
129 if (!move_out_of_solid(this))
130 objerror(this, "could not get out of solid at all!");
131 LOG_INFOF(
132 "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
133 vtos(o - '0 0 1'),
134 vtos(this.origin - o)
135 );
137 {
138 if (!spawnpoint_nag)
139 LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
140 spawnpoint_nag = 1;
141 }
142 else
143 {
144 setorigin(this, o);
145 this.mins = this.maxs = '0 0 0';
146 objerror(this, "player spawn point in solid, mapper sucks!\n");
147 return;
148 }
149 }
150
151 this.active = ACTIVE_ACTIVE;
152 this.setactive = spawnpoint_setactive;
154 this.use = spawnpoint_use;
156 this.nextthink = time + 0.5 + random() * 2; // shouldn't need it for a little second
157 this.reset2 = spawnpoint_reset; // restores team, allows re-sending the spawnpoint
158 this.team_saved = this.team;
159 IL_PUSH(g_saved_team, this);
160 if (!this.cnt)
161 this.cnt = 1;
162
163 if (have_team_spawns != 0)
164 if (this.team)
167
169 {
170 // show where spawnpoints point at too
171 vector forward, right, up;
172 MAKE_VECTORS(this.angles, forward, right, up);
173 entity e = new(info_player_foo);
174 setorigin(e, this.origin + forward * 24);
175 setsize(e, '-8 -8 -8', '8 8 8');
176 e.solid = SOLID_TRIGGER;
177 }
178
179 // network it after all spawnpoints are setup, so that we can check if team spawnpoints are used
181}
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float cnt
Definition powerups.qc:24
const vector PL_MIN_CONST
Definition constants.qh:56
const int INITPRIO_FINDTARGET
Definition constants.qh:96
const vector PL_MAX_CONST
Definition constants.qh:55
const float SOLID_TRIGGER
vector mins
float time
float trace_startsolid
vector maxs
float nextthink
vector origin
#define use
int active
Definition defs.qh:34
const int ACTIVE_ACTIVE
Definition defs.qh:37
#define MAKE_VECTORS(angles, forward, right, up)
Same as the makevectors builtin but uses the provided locals instead of the v_* globals.
ent angles
Definition ent_cs.qc:121
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define move_out_of_solid(e)
Definition common.qh:110
#define LOG_INFO(...)
Definition log.qh:65
#define LOG_INFOF(...)
Definition log.qh:66
float random(void)
string vtos(vector v)
#define objerror
Definition pre.qh:8
#define setthink(e, f)
vector
Definition self.qh:92
#define setcefc(e, f)
IntrusiveList g_saved_team
Definition vote.qh:79
int team_saved
Definition vote.qh:70
void spawnpoint_think(entity this)
void spawnpoint_use(entity this, entity actor, entity trigger)
void spawnpoint_reset(entity this)
bool spawnpoint_customize(entity this, entity client)
void spawnpoint_setactive(entity this, int act)
void link_spawnpoint(entity this)
bool autocvar_g_spawnpoints_auto_move_out_of_solid
Definition spawnpoints.qh:6
int have_team_spawns_forteams
float spawnpoint_nag
float autocvar_r_showbboxes
Definition spawnpoints.qh:7
void InitializeEntity(entity e, void(entity this) func, int order)
Definition world.qc:2209

References active, ACTIVE_ACTIVE, angles, autocvar_g_spawnpoints_auto_move_out_of_solid, autocvar_r_showbboxes, BIT, cnt, entity(), g_saved_team, have_team_spawns, have_team_spawns_forteams, IL_PUSH(), InitializeEntity(), INITPRIO_FINDTARGET, link_spawnpoint(), LOG_INFO, LOG_INFOF, MAKE_VECTORS, maxs, mins, move_out_of_solid, nextthink, objerror, origin, PL_MAX_CONST, PL_MIN_CONST, random(), setcefc, setthink, SOLID_TRIGGER, spawnpoint_customize(), spawnpoint_nag, spawnpoint_reset(), spawnpoint_setactive(), spawnpoint_think(), spawnpoint_use(), team, team_saved, time, trace_startsolid, use, vector, and vtos().

Referenced by spawnfunc().

◆ SelectSpawnPoint()

entity SelectSpawnPoint ( entity this,
bool anypoint )

Definition at line 359 of file spawnpoints.qc.

360{
361 float teamcheck;
362 entity spot = NULL;
363
365 {
366 testspawn_point = find(NULL, classname, "testplayerstart");
367 testspawn_checked = true;
368 }
369
371 return testspawn_point;
372
373 if(this.spawnpoint_targ)
374 return this.spawnpoint_targ;
375
376 if(anypoint || autocvar_g_spawn_useallspawns)
377 teamcheck = -1;
378 else if(have_team_spawns > 0)
379 {
380 if(!(have_team_spawns_forteams & BIT(this.team)))
381 {
382 // we request a spawn for a team, and we have team
383 // spawns, but that team has no spawns?
385 // try noteam spawns
386 teamcheck = 0;
387 else
388 // if not, any spawn has to do
389 teamcheck = -1;
390 }
391 else
392 teamcheck = this.team; // MUST be team
393 }
394 else if(have_team_spawns == 0 && (have_team_spawns_forteams & BIT(0)))
395 teamcheck = 0; // MUST be noteam
396 else
397 teamcheck = -1;
398 // if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
399
400
401 // get the entire list of spots
402 //entity firstspot = findchain(classname, "info_player_deathmatch");
403 entity firstspot = IL_FIRST(g_spawnpoints);
404 entity prev = NULL;
406 {
407 if(prev)
408 prev.chain = it;
409 it.chain = NULL;
410 prev = it;
411 });
412 // filter out the bad ones
413 // (note this returns the original list if none survived)
414 if(anypoint)
415 {
416 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
417 }
418 else
419 {
420 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, true);
421
422 // emergency fallback! double check without targets
423 // fixes some crashes with improperly repacked maps
424 if(!firstspot)
425 {
426 firstspot = IL_FIRST(g_spawnpoints);
427 prev = NULL;
429 {
430 if(prev)
431 prev.chain = it;
432 it.chain = NULL;
433 prev = it;
434 });
435 firstspot = Spawn_FilterOutBadSpots(this, firstspot, 100, teamcheck, false);
436 }
437
438 // there is 50/50 chance of choosing a random spot or the furthest spot
439 // (this means that roughly every other spawn will be furthest, so you
440 // usually won't get fragged at spawn twice in a row)
442 spot = Spawn_WeightedPoint(firstspot, 1, 1, 1);
443 else
444 spot = Spawn_WeightedPoint(firstspot, 1, 5000, 5); // chooses a far far away spawnpoint
445 }
446
447 if (!spot)
448 {
450 GotoNextMap(0);
451 else
452 {
454 return NULL; // team can't spawn any more, because of actions of other team
455 else
456 error("Cannot find a spawn point - please fix the map!");
457 }
458 }
459
460 return spot;
461}
string classname
prev
Definition all.qh:71
void GotoNextMap(float reinit)
#define IL_FIRST(this)
#define IL_EACH(this, cond, body)
entity find(entity start,.string field, string match)
#define NULL
Definition post.qh:14
#define error
Definition pre.qh:6
int autocvar_spawn_debug
Definition client.qh:51
bool testspawn_checked
entity Spawn_WeightedPoint(entity firstspot, float lower, float upper, float exponent)
entity testspawn_point
entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)
bool some_spawn_has_been_used
IntrusiveList g_spawnpoints
float autocvar_g_spawn_furthest
Definition spawnpoints.qh:4
entity spawnpoint_targ
Definition spawnpoint.qh:4

References autocvar_g_spawn_furthest, autocvar_g_spawn_useallspawns, autocvar_spawn_debug, BIT, classname, entity(), error, find(), g_spawnpoints, GotoNextMap(), have_team_spawns, have_team_spawns_forteams, IL_EACH, IL_FIRST, NULL, prev, random(), some_spawn_has_been_used, Spawn_FilterOutBadSpots(), Spawn_WeightedPoint(), spawnpoint_targ, team, testspawn_checked, and testspawn_point.

Referenced by buff_Respawn(), ka_RespawnBall(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), PutObserverInServer(), PutPlayerInServer(), and tka_RespawnBall().

◆ Spawn_FilterOutBadSpots()

entity Spawn_FilterOutBadSpots ( entity this,
entity firstspot,
float mindist,
float teamcheck,
bool targetcheck )

Definition at line 311 of file spawnpoints.qc.

312{
313 entity spot, spotlist, spotlistend;
314
315 spotlist = NULL;
316 spotlistend = NULL;
317
318 Spawn_ScoreAll(this, firstspot, mindist, teamcheck, targetcheck);
319
320 for(spot = firstspot; spot; spot = spot.chain)
321 {
322 if(spot.spawnpoint_score.x >= 0) // spawning allowed here
323 {
324 if(spotlistend)
325 spotlistend.chain = spot;
326 spotlistend = spot;
327 if(!spotlist)
328 spotlist = spot;
329 }
330 }
331 if(spotlistend)
332 spotlistend.chain = NULL;
333
334 return spotlist;
335}
void Spawn_ScoreAll(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck)

References entity(), NULL, and Spawn_ScoreAll().

Referenced by SelectSpawnPoint(), and trigger_race_checkpoint_verify().

◆ Spawn_Score()

vector Spawn_Score ( entity this,
entity spot,
float mindist,
float teamcheck,
bool targetcheck )

Definition at line 240 of file spawnpoints.qc.

241{
242 // filter out spots for the wrong team
243 if(teamcheck >= 0)
244 if(spot.team != teamcheck)
245 return '-1 0 0';
246
247 if(race_spawns)
248 if(!spot.target || spot.target == "")
249 return '-1 0 0';
250
251 if(spot.active != ACTIVE_ACTIVE && targetcheck)
252 return '-1 0 0';
253
254 if(IS_REAL_CLIENT(this))
255 {
256 if(spot.restriction == 1)
257 return '-1 0 0';
258 }
259 else
260 {
261 if(spot.restriction == 2)
262 return '-1 0 0';
263 }
264
265 float prio = 0;
266 float shortest = vlen(world.maxs - world.mins);
267 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && it != this, {
268 float thisdist = vlen(it.origin - spot.origin);
269 if (thisdist < shortest)
270 shortest = thisdist;
271 });
272 if(shortest > mindist)
274
275 vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
276
277 // filter out spots for assault
278 if(spot.target && spot.target != "" && targetcheck)
279 {
280 int found = 0;
281 for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
282 {
283 ++found;
284 if(targ.spawn_evalfunc)
285 {
286 spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
287 if(spawn_score.x < 0)
288 return spawn_score;
289 }
290 }
291
292 if(!found && !g_cts)
293 {
294 LOG_TRACE("WARNING: spawnpoint at ", vtos(spot.origin), " could not find its target ", spot.target);
295 return '-1 0 0';
296 }
297 }
298
299 MUTATOR_CALLHOOK(Spawn_Score, this, spot, spawn_score);
300 spawn_score = M_ARGV(2, vector);
301 return spawn_score;
302}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define M_ARGV(x, type)
Definition events.qh:17
#define IS_DEAD(s)
Definition player.qh:245
#define IS_PLAYER(s)
Definition player.qh:243
#define g_cts
Definition cts.qh:36
#define LOG_TRACE(...)
Definition log.qh:76
float vlen(vector v)
#define world
Definition post.qh:15
float race_spawns
Definition race.qh:18
vector Spawn_Score(entity this, entity spot, float mindist, float teamcheck, bool targetcheck)
const int SPAWN_PRIO_GOOD_DISTANCE
string targetname
Definition triggers.qh:56
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50

References ACTIVE_ACTIVE, entity(), FOREACH_CLIENT, g_cts, IS_DEAD, IS_PLAYER, IS_REAL_CLIENT, LOG_TRACE, M_ARGV, MUTATOR_CALLHOOK, race_spawns, SPAWN_PRIO_GOOD_DISTANCE, Spawn_Score(), targetname, vector, vlen(), vtos(), and world.

Referenced by MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), Spawn_Score(), and Spawn_ScoreAll().

◆ Spawn_ScoreAll()

void Spawn_ScoreAll ( entity this,
entity firstspot,
float mindist,
float teamcheck,
bool targetcheck )

Definition at line 304 of file spawnpoints.qc.

305{
306 entity spot;
307 for(spot = firstspot; spot; spot = spot.chain)
308 spot.spawnpoint_score = Spawn_Score(this, spot, mindist, teamcheck, targetcheck);
309}

References entity(), and Spawn_Score().

Referenced by Spawn_FilterOutBadSpots().

◆ Spawn_WeightedPoint()

entity Spawn_WeightedPoint ( entity firstspot,
float lower,
float upper,
float exponent )

Definition at line 337 of file spawnpoints.qc.

338{
339 // weight of a point: bound(lower, mindisttoplayer, upper)^exponent
340 // multiplied by spot.cnt (useful if you distribute many spawnpoints in a small area)
341 entity spot;
342
344 for(spot = firstspot; spot; spot = spot.chain)
345 RandomSelection_AddEnt(spot, (bound(lower, spot.spawnpoint_score.y, upper) ** exponent) * spot.cnt, (spot.spawnpoint_score.y >= lower) * 0.5 + spot.spawnpoint_score.x);
346
348}
float bound(float min, float value, float max)
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
#define RandomSelection_AddEnt(e, weight, priority)
Definition random.qh:14
entity RandomSelection_chosen_ent
Definition random.qh:5

References bound(), entity(), RandomSelection_AddEnt, RandomSelection_chosen_ent, and RandomSelection_Init().

Referenced by SelectSpawnPoint().

◆ SpawnEvent_Send()

bool SpawnEvent_Send ( entity this,
entity to,
int sf )

Definition at line 32 of file spawnpoints.qc.

33{
34 float send;
35
36 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNEVENT);
37
39 {
41 WriteVector(MSG_ENTITY, this.owner.origin);
42 WriteByte(MSG_ENTITY, this.owner.team);
44 send = true;
45 }
46 else if((to == this.owner) || (IS_SPEC(to) && (to.enemy == this.owner)) )
47 {
49 send = true;
50 }
51 else { send = false; }
52
53 return send;
54}
entity owner
Definition main.qh:87
const int MSG_ENTITY
Definition net.qh:115
#define WriteHeader(to, id)
Definition net.qh:221
void WriteByte(float data, float dest, float desto)
#define etof(e)
Definition misc.qh:25
int autocvar_g_spawn_alloweffects
Definition spawnpoints.qh:3
#define IS_SPEC(v)
Definition utils.qh:10

References autocvar_g_spawn_alloweffects, entity(), etof, IS_SPEC, MSG_ENTITY, owner, WriteByte(), and WriteHeader.

Referenced by PutPlayerInServer().

◆ spawnfunc() [1/7]

spawnfunc ( info_player_deathmatch )

Definition at line 193 of file spawnpoints.qc.

194{
195 IL_PUSH(g_spawnpoints, this);
197}
void relocate_spawnpoint(entity this)

References g_spawnpoints, IL_PUSH(), and relocate_spawnpoint().

◆ spawnfunc() [2/7]

spawnfunc ( info_player_start )

Definition at line 188 of file spawnpoints.qc.

189{
190 spawnfunc_info_player_deathmatch(this);
191}

◆ spawnfunc() [3/7]

spawnfunc ( info_player_survivor )

Definition at line 183 of file spawnpoints.qc.

184{
185 spawnfunc_info_player_deathmatch(this);
186}

◆ spawnfunc() [4/7]

spawnfunc ( info_player_team1 )

Definition at line 202 of file spawnpoints.qc.

203{
204 this.team = NUM_TEAM_1; // red
205 spawnfunc_info_player_deathmatch(this);
206}
const int NUM_TEAM_1
Definition teams.qh:13

References NUM_TEAM_1, and team.

◆ spawnfunc() [5/7]

spawnfunc ( info_player_team2 )

Definition at line 212 of file spawnpoints.qc.

213{
214 this.team = NUM_TEAM_2; // blue
215 spawnfunc_info_player_deathmatch(this);
216}
const int NUM_TEAM_2
Definition teams.qh:14

References NUM_TEAM_2, and team.

◆ spawnfunc() [6/7]

spawnfunc ( info_player_team3 )

Definition at line 221 of file spawnpoints.qc.

222{
223 this.team = NUM_TEAM_3; // yellow
224 spawnfunc_info_player_deathmatch(this);
225}
const int NUM_TEAM_3
Definition teams.qh:15

References NUM_TEAM_3, and team.

◆ spawnfunc() [7/7]

spawnfunc ( info_player_team4 )

Definition at line 231 of file spawnpoints.qc.

232{
233 this.team = NUM_TEAM_4; // purple
234 spawnfunc_info_player_deathmatch(this);
235}
const int NUM_TEAM_4
Definition teams.qh:16

References NUM_TEAM_4, and team.

◆ spawnpoint_customize()

bool spawnpoint_customize ( entity this,
entity client )

Definition at line 79 of file spawnpoints.qc.

80{
81 return (this.active == ACTIVE_ACTIVE);
82}

References active, ACTIVE_ACTIVE, and entity().

Referenced by relocate_spawnpoint().

◆ spawnpoint_reset()

void spawnpoint_reset ( entity this)

Definition at line 100 of file spawnpoints.qc.

101{
102 this.active = ACTIVE_ACTIVE;
103 this.SendFlags |= 1; // update team since it was restored during reset
104}
int SendFlags
Definition net.qh:118

References active, ACTIVE_ACTIVE, entity(), and SendFlags.

Referenced by relocate_spawnpoint().

◆ SpawnPoint_Send()

bool SpawnPoint_Send ( entity this,
entity to,
int sf )

Definition at line 22 of file spawnpoints.qc.

23{
24 WriteHeader(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
25
27 WriteVector(MSG_ENTITY, this.origin);
28
29 return true;
30}

References entity(), MSG_ENTITY, origin, team, WriteByte(), and WriteHeader.

Referenced by link_spawnpoint().

◆ spawnpoint_setactive()

void spawnpoint_setactive ( entity this,
int act )

Definition at line 84 of file spawnpoints.qc.

85{
86 int old_status = this.active;
87 if(act == ACTIVE_TOGGLE)
89 else
90 this.active = act;
91
92 if(this.active != old_status)
93 {
94 // mappers may attempt to let players disable enemy spawns
95 if(teamplay && have_team_spawns > 0)
97 this.SendFlags |= 1;
98 }
99}
const int ACTIVE_TOGGLE
Definition defs.qh:40
const int ACTIVE_NOT
Definition defs.qh:36

References active, ACTIVE_ACTIVE, ACTIVE_NOT, ACTIVE_TOGGLE, entity(), have_team_spawns, SendFlags, some_spawn_has_been_used, and teamplay.

Referenced by relocate_spawnpoint().

◆ spawnpoint_think()

void spawnpoint_think ( entity this)

Definition at line 57 of file spawnpoints.qc.

58{
59 this.nextthink = time + 0.1;
60 if(this.origin != this.spawnpoint_prevorigin)
61 {
62 this.spawnpoint_prevorigin = this.origin;
63 this.SendFlags |= 1;
64 }
65}
vector spawnpoint_prevorigin

References entity(), nextthink, origin, SendFlags, spawnpoint_prevorigin, and time.

Referenced by relocate_spawnpoint().

◆ spawnpoint_use()

void spawnpoint_use ( entity this,
entity actor,
entity trigger )

Definition at line 67 of file spawnpoints.qc.

68{
69 if(teamplay)
70 if(have_team_spawns > 0)
71 {
72 this.team = actor.team;
74 this.SendFlags |= 1; // update team on the client side
75 }
76 //LOG_INFO("spawnpoint was used!\n");
77}

References entity(), have_team_spawns, SendFlags, some_spawn_has_been_used, team, and teamplay.

Referenced by relocate_spawnpoint().

Variable Documentation

◆ spawnpoint_prevorigin

vector spawnpoint_prevorigin

Definition at line 56 of file spawnpoints.qc.

Referenced by spawnpoint_think().

◆ testspawn_checked

bool testspawn_checked

Definition at line 357 of file spawnpoints.qc.

Referenced by SelectSpawnPoint().

◆ testspawn_point

entity testspawn_point

Definition at line 358 of file spawnpoints.qc.

Referenced by SelectSpawnPoint().