s |= (32 ** key.count) * f;
}
- FOREACH_CLIENT(true, { STAT(KH_KEYS, it) = s; });
+ FOREACH_CLIENT(true, { STAT(OBJECTIVE_STATUS, it) = s; });
FOR_EACH_KH_KEY(key)
{
if(key.owner)
- STAT(KH_KEYS, key.owner) |= (32 ** key.count) * 31;
+ STAT(OBJECTIVE_STATUS, key.owner) |= (32 ** key.count) * 31;
}
//print(ftos((nextent(NULL)).kh_state), "\n");
}
{
if(lostkey.kh_previous_owner)
kh_Scores_Event(lostkey.kh_previous_owner, NULL, "pushed", 0, -autocvar_g_balance_keyhunt_score_push);
- // don't actually GIVE him the -nn points, just log
+ // don't actually GIVE them the -nn points, just log
kh_Scores_Event(attacker, NULL, "push", autocvar_g_balance_keyhunt_score_push, 0);
GameRules_scoring_add(attacker, KH_PUSHES, 1);
//centerprint(attacker, "Your push is the best!"); // does this really need to exist?
if(lostkey.kh_previous_owner)
kh_Scores_Event(lostkey.kh_previous_owner, NULL, "destroyed", 0, -autocvar_g_balance_keyhunt_score_destroyed);
- // don't actually GIVE him the -nn points, just log
+ // don't actually GIVE them the -nn points, just log
if(lostkey.kh_previous_owner.playerid == lostkey.kh_previous_owner_playerid)
GameRules_scoring_add(lostkey.kh_previous_owner, KH_DESTROYS, 1);
settouch(key, kh_Key_Touch);
setthink(key, kh_Key_Think);
key.nextthink = time;
- key.items = IT_KEY1 | IT_KEY2;
key.cnt = _angle;
key.angles = '0 360 0' * random();
key.event_damage = kh_Key_Damage;
return true;
}
-MUTATOR_HOOKFUNCTION(kh, SpectateCopy)
-{
- entity spectatee = M_ARGV(0, entity);
- entity client = M_ARGV(1, entity);
-
- STAT(KH_KEYS, client) = STAT(KH_KEYS, spectatee);
-}
-
MUTATOR_HOOKFUNCTION(kh, PlayerUseKey)
{
entity player = M_ARGV(0, entity);