diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut index 1bc42de0e..705b7836f 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_cp.nut @@ -471,10 +471,8 @@ void function HardpointThink( HardpointStruct hardpoint ) } else if(cappingTeam==TEAM_UNASSIGNED) // nobody on point { - if((GetHardpointState(hardpoint)>=CAPTURE_POINT_STATE_AMPED) || (GetHardpointState(hardpoint)==CAPTURE_POINT_STATE_SELF_UNAMPING)) + if((GetHardpointState(hardpoint)==CAPTURE_POINT_STATE_AMPED)||(GetHardpointState(hardpoint)==CAPTURE_POINT_STATE_AMPING)) { - if (GetHardpointState(hardpoint) == CAPTURE_POINT_STATE_AMPED) - SetHardpointState(hardpoint,CAPTURE_POINT_STATE_SELF_UNAMPING) // plays a pulsating effect on the UI only when the hardpoint is amped SetHardpointCappingTeam(hardpoint,hardpointEnt.GetTeam()) SetHardpointCaptureProgress(hardpoint,max(1.0,GetHardpointCaptureProgress(hardpoint)-(deltaTime/HARDPOINT_AMPED_DELAY))) if(GetHardpointCaptureProgress(hardpoint)<=1.001) // unamp @@ -548,10 +546,8 @@ void function HardpointThink( HardpointStruct hardpoint ) } else if(file.ampingEnabled)//amping or reamping { - // i have no idea why but putting it CAPTURE_POINT_STATE_AMPING will say 'CONTESTED' on the UI - // since whether the point is contested is checked above, putting the hardpoint state to a value of 8 fixes it somehow - if(GetHardpointState(hardpoint)<=CAPTURE_POINT_STATE_AMPING) - SetHardpointState( hardpoint, 8 ) + if(GetHardpointState(hardpoint)