Unnamed
public text v1 · immutable //Put the spawnpoints in a random order
local temp = {}
for _,v in pairs( SpawnTable ) do table.insert( temp, math.random( 1, #temp+1 ), v ) end
//Check each spawnpoint to see if we're gonna get stuck & use the first 'empty' one we come across
for _,Spawnpoint in pairs( temp ) do
if !( #ents.FindInSphere( Spawnpoint:GetPos(), 16 ) > 1 ) then return Spawnpoint end
end