void game_reset_single_object(obj_type *obj,bool reposition) { spot_type *spot; obj->score.kill=obj->score.death=obj->score.suicide=obj->score.goal=obj->score.score=0; obj->spawning=TRUE; obj->input_freeze=FALSE; obj->death_trigger=FALSE; object_stop(obj); if (reposition) { spot=script_find_network_spot(obj); if (spot!=NULL) object_set_position(obj,spot->pnt.x,spot->pnt.y,spot->pnt.z,spot->ang.y,0); } object_spawn(obj); }
JSValueRef js_obj_position_place_network_spot_func(JSContextRef cx,JSObjectRef func,JSObjectRef j_obj,size_t argc,const JSValueRef argv[],JSValueRef *exception) { obj_type *obj; spot_type *spot; if (!script_check_param_count(cx,func,argc,0,exception)) return(script_null_to_value(cx)); obj=object_get_attach(j_obj); // get spot spot=script_find_network_spot(cx,obj,exception); if (spot==NULL) return(script_null_to_value(cx)); // move player object_set_position(obj,spot->pnt.x,spot->pnt.y,spot->pnt.z,spot->ang.y,0); object_telefrag_players(obj,FALSE); return(script_bool_to_value(cx,TRUE)); }