sound(other, CHAN_AUTO, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
- PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1);
+ // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
// waypoints
WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE);
if(autocvar_g_keepaway_score_timepoints)
PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
- PlayerScore_Add(self.owner, SP_KEEPAWAY_TIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
}
}