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[HL2MP] Use all spawn points for the initial spawn - #2066

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ValveSoftware:masterfrom
speedvoltage:fix/hl2mp-initial-spawn-selection
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speedvoltage wants to merge 1 commit into
ValveSoftware:masterfrom
speedvoltage:fix/hl2mp-initial-spawn-selection

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@speedvoltage

@speedvoltage speedvoltage commented Sep 8, 2026

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Issue:
With no previous spawn point, selection advances only 1–5 entries through the spawn entities. On maps with more than five valid points, such as dm_lockdown with nine (or more on the newer updated version of the game), the remaining points cannot be selected for the initial spawn when the first five are valid. This issue was documented here ValveSoftware/Source-1-Games#6760

Fix:
In the past, I delayed the initial spawn as documented on #1037 and this also fixed the 0,0,0 angle issue on #2065. This, however, was not ideal. Therefore, the new fix is to use the full count of the selected spawn class for the initial random selection, including team spawn classes. Preserve the existing selection range for subsequent spawns and the validity and fallback checks.

Issue: With no previous spawn point, the random advance is limited to the first five spawn entities. Maps with more than five valid spawns, including dm_lockdown, cannot initially select the remaining points.

Fix: Use the full spawn-point count for the initial selection of the chosen spawn class, while retaining the existing advance range for subsequent spawns and the validity and fallback checks.
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