| 166 | } |
| 167 | |
| 168 | bool IGameController::CanSpawn(int Team, vec2 *pOutPos, int ClientId) |
| 169 | { |
| 170 | // spectators can't spawn |
| 171 | if(Team == TEAM_SPECTATORS) |
| 172 | return false; |
| 173 | |
| 174 | CSpawnEval Eval; |
| 175 | EvaluateSpawnType(&Eval, SPAWNTYPE_DEFAULT, ClientId); |
| 176 | EvaluateSpawnType(&Eval, SPAWNTYPE_RED, ClientId); |
| 177 | EvaluateSpawnType(&Eval, SPAWNTYPE_BLUE, ClientId); |
| 178 | |
| 179 | *pOutPos = Eval.m_Pos; |
| 180 | return Eval.m_Got; |
| 181 | } |
| 182 | |
| 183 | bool IGameController::OnEntity(int Index, int x, int y, int Layer, int Flags, bool Initial, int Number) |
| 184 | { |
no outgoing calls
no test coverage detected