diff --git a/MapRestartWorkaround/main.gsc b/MapRestartWorkaround/main.gsc index dca50fa..5f39828 100644 --- a/MapRestartWorkaround/main.gsc +++ b/MapRestartWorkaround/main.gsc @@ -1,14 +1,5 @@ #include maps\mp\_utility; #include common_scripts\utility; -//these map specific includes are all required for give_team_characters(), and give_personality_characters to work -#include maps\mp\zm_alcatraz_grief_cellblock; -#include maps\mp\zm_prison; -#include maps\mp\zm_highrise; -#include maps\mp\zm_transit; -#include maps\mp\zm_buried; -#include maps\mp\zm_tomb; -#include maps\mp\zm_nuked; -#include maps\mp\zombies\_zm_utility; init() { @@ -17,17 +8,10 @@ init() for(;;) { level waittill("connected", player); - if ( level.scr_zm_ui_gametype_group == "zencounter" || level.scr_zm_ui_gametype_group == "zsurvival" ) - { - player thread give_team_characters(); //the real cause of the invisible player glitch these 2 functions aren't always called on map_restart so call them here - } - else - { - player thread give_personality_characters(); //this has to commented out when loading nuketown - //unfortunately nuketown is the only map without this function therefore it can't find it and the server will throw an error - //the only way to fix this would be to copy both give_team_characters() and give_personality_characters() into this file and account for all maps - //this would make the fix more cumbersome which is why I haven't done it - } + player thread [[level.givecustomcharacters]](); + //The real cause of the invisible player glitch is that this function isn't always called on map_restart so call it here. + //This will just call the method the map uses for give_personality_characters or give_team_characters without all the includes and it workes on NukeTown as well. + //We don't need to check the game mode since each game mode's init function does set level.givecustomcharacters with an pointer to the correct method. } }