Quote:
Originally Posted by fysiks
The engine doesn't "cache" entities (I don't think it actually caches anything) but the client does cache files (models, sounds, etc.).
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I think of it because I I see no reason why the engine does not utilize spawn points created in plugin_init or later. I think it is not reasonable to iterate all entities and check whether their classes are "info_player_deathmatch" or "info_player_start" on each player spawn. I would load a map, go through all these entities and create a tree of structures.
PHP Code:
struct sp {
int ent_index;
float origin[3];
float angles[3];
struct sp *next;
};
While this is only my assumption, it may explain why the engine does not recognize spawn points created after plugin_precache.
Quote:
Originally Posted by fysiks
Even if you were able to enable and disable spawn points, are you sure that they would even be random? In the game I play, Day of Defeat, they are definitely not random so certain spawn points would only get used if all of the others are already taken (have a player that spawned but hasn't moved yet).
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Oh, yes, default spawn points are not random. The game spawns first player in first spawn point, second player in second spawn point and so on. So it basically iterates from the first to last spawn point, but it is not a big deal for me.