if(this.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
if(autocvar_g_keepaway_score_timepoints)
- PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+ GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
- PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
}
}
sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
+ GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
// waypoints
WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
+ // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
// waypoints
WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
+ GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
if(autocvar_g_keepaway_score_bckill) // add bckills to the score
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
}
else if(!frag_attacker.ballcarried)
if(autocvar_g_keepaway_noncarrier_warn)
Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
}
if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it