Quote:
Originally Posted by fysiks
Ah, so I guess I was thinking of caching in the context of files. When I save pointers or other references in a variable, I don't think of it, instinctually, as "caching" (even though it can be described that way).
In Day of Defeat, we have properties of our spawn point entities that enable or disable them depending on an assigned control point master. Not sure if Counter-Strike 1.6 has something like that.
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If there are more players than spawn points, it is not possible to join a team. So the engine either checks the number of spawn points for a team or set a property for an entity to assign a player to it. If the latter I wish I would have known the offset. That way I can assign a fake client to a spawn point to disable it. It seems I have to get the offset experimentally if there is any.