From d96aa4fa267ef8a88e0f983da3d82e1beb57b727 Mon Sep 17 00:00:00 2001 From: squeek Date: Fri, 17 Jun 2016 23:46:29 -0700 Subject: [PATCH] Add FFA support to base_respawnturret - Don't shoot teammates when the team is set to FFA --- maps/includes/base_respawnturret.lua | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/maps/includes/base_respawnturret.lua b/maps/includes/base_respawnturret.lua index c03178d..fc22654 100644 --- a/maps/includes/base_respawnturret.lua +++ b/maps/includes/base_respawnturret.lua @@ -19,8 +19,10 @@ base_respawnturret = baseclass:new({ team = Team.kUnassigned }) -- if team1 is the same as team2 function base_respawnturret:validtarget( target_entity ) - --local entity = GetEntity(ent_id) - return (AreTeamsAllied(self.team, target_entity:GetTeamId()) == false) + if self.team == target_entity:GetTeamId() and GetTeam(self.team):IsFFA() then + return false + end + return not AreTeamsAllied(self.team, target_entity:GetTeamId()) end -- Turrets, by default, have a 2 second delay after they