but if you duck when you teleport to that checkpoint and then get up you wont get stuck...
EDIT:
This code forces the people to duck when teleporting to a(ny) checkpoint.
line 400 somewhere.
Replace "entity_set_origin(id,checkpoints[id-1][cp])" with this code.
Code:
if ( entity_get_int(id, EV_INT_flags) & FL_DUCKING ) {
// First check, maby they're allready ducking.
entity_set_origin(id,checkpoints[id-1][cp])
}
else {
client_cmd(id, "+duck")
entity_set_origin(id,checkpoints[id-1][cp])
client_cmd(id, "-duck")
}
Though, I don't know if it will work. The player might not duck fast enough. But I think that won't happen.