void kh_WaitForPlayers();
void kh_Controller_Think(entity this) // called a lot
{
- if(intermission_running)
+ if(gameover)
return;
if(this.cnt > 0)
{ if(getthink(this) != kh_WaitForPlayers) { this.cnt -= 1; } }
void kh_Scores_Event(entity player, entity key, string what, float frags_player, float frags_owner) // update the score when a key is captured
{
string s;
- if(intermission_running)
+ if(gameover)
return;
if(frags_player)
void kh_Key_Touch(entity this, entity toucher) // runs many, many times when a key has been dropped and can be picked up
{
- if(intermission_running)
+ if(gameover)
return;
if(this.owner) // already carried
void kh_Key_Think(entity this) // runs all the time
{
- if(intermission_running)
+ if(gameover)
return;
if(this.owner)