well, it did for us, and the code clearly tell that it works this way.
just look at other.inl, line 416 - its there...
Code: Select all
public func_spawn(parm[2]){
#if ADVANCED_DEBUG
writeDebugInfo("func_spawn",parm[0])
#endif
if (endround){
set_user_money(parm[0],get_user_money(parm[0])+itemcost2[0],1)
return PLUGIN_HANDLED
}
new id = parm[0]
if(!p_data_b[id][PB_ISCONNECTED])
return PLUGIN_CONTINUE
if(get_user_team(id)==UNASSIGNED)
return PLUGIN_CONTINUE
p_data[id][P_ITEM]=0
p_data[id][P_ITEM2]=0
if (is_user_alive(id))
return PLUGIN_CONTINUE
new team[32]
get_user_team(id,team,31)
p_data_b[id][PB_PLAYERSPAWNED]=true
Ultimate_Icon(id,ICON_SHOW)
spawn(id)
p_data_b[id][PB_SLOWED]=false
p_data_b[id][PB_STUNNED]=false
spawn(id)
set_task(0.3,"spawn_player",TASK_SPAWNPLAYER+id,parm,2)
set_task(0.5,"player_giveitems",TASK_GIVEITEMS+id,parm,2)
#if MOD == 0
give_item(id, "weapon_knife")
#endif
[color=red]
new money = get_user_money(id)
#if MOD == 0
if (money < get_cvar_num("mp_startmoney"))
set_user_money(id,get_cvar_num("mp_startmoney"),0)
#endif
#if MOD == 1
if (money < iCvar[DOD_STARTMONEY])
set_user_money(id,iCvar[DOD_STARTMONEY],0)
#endif
[/color]
return PLUGIN_CONTINUE
}
it checks the server settings what mp_startmoney is set to.
when you run mod dod, there is no such cvar so the plugin sets a "fake-startmoney", check your wc3FT.cfg.
then, when you respawn, and your current money is lower then mp_startmoney, it reassignes you the full mp_startmoney.
now i found out that removing this 10 lines obviously messed our whole server up, we get a whole bunch of errors that pop up all over the place so i highly recommend not to do this, check my other thread