// #define KH_PLAYER_USE_CARRIEDMODEL
#ifdef KH_PLAYER_USE_ATTACHMENT
-vector KH_PLAYER_ATTACHMENT_DIST_ROTATED = '0 -4 0';
-vector KH_PLAYER_ATTACHMENT_DIST = '4 0 0';
-vector KH_PLAYER_ATTACHMENT = '0 0 0';
-vector KH_PLAYER_ATTACHMENT_ANGLES = '0 0 0';
-string KH_PLAYER_ATTACHMENT_BONE = "";
+const vector KH_PLAYER_ATTACHMENT_DIST_ROTATED = '0 -4 0';
+const vector KH_PLAYER_ATTACHMENT_DIST = '4 0 0';
+const vector KH_PLAYER_ATTACHMENT = '0 0 0';
+const vector KH_PLAYER_ATTACHMENT_ANGLES = '0 0 0';
+const string KH_PLAYER_ATTACHMENT_BONE = "";
#else
-float KH_KEY_ZSHIFT = 22;
-float KH_KEY_XYDIST = 24;
-float KH_KEY_XYSPEED = 45;
+const float KH_KEY_ZSHIFT = 22;
+const float KH_KEY_XYDIST = 24;
+const float KH_KEY_XYSPEED = 45;
#endif
-float KH_KEY_WP_ZSHIFT = 20;
+const float KH_KEY_WP_ZSHIFT = 20;
-vector KH_KEY_MIN = '-10 -10 -46';
-vector KH_KEY_MAX = '10 10 3';
-float KH_KEY_BRIGHTNESS = 2;
+const vector KH_KEY_MIN = '-10 -10 -46';
+const vector KH_KEY_MAX = '10 10 3';
+const float KH_KEY_BRIGHTNESS = 2;
float kh_no_radar_circles;
float kh_KeyCarrier_waypointsprite_visible_for_player(entity e) // runs all the time
{
- if(e.classname != "player" || self.team != e.team)
+ if(!IS_PLAYER(e) || self.team != e.team)
if(!kh_tracking_enabled)
return FALSE;
if(vlen(force) <= 0)
return;
if(time > self.pushltime)
- if(attacker.classname == "player")
+ if(IS_PLAYER(attacker))
self.team = attacker.team;
}
void kh_Key_Collect(entity key, entity player) //a player picks up a dropped key
{
- sound(player, CH_TRIGGER, kh_sound_collect, VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, kh_sound_collect, VOL_BASE, ATTEN_NORM);
if(key.kh_dropperteam != player.team)
{
// maybe start a shorter countdown?
}
- if(other.classname != "player")
+ if not(IS_PLAYER(other))
return;
if(other.deadflag != DEAD_NO)
return;
attacker = world;
if(lostkey.pusher)
if(lostkey.pusher.team != teem)
- if(lostkey.pusher.classname == "player")
+ if(IS_PLAYER(lostkey.pusher))
attacker = lostkey.pusher;
players = keys = 0;
{
if(self.siren_time < time)
{
- sound(self.owner, CH_TRIGGER, kh_sound_alarm, VOL_BASE, ATTN_NORM); // play a simple alarm
+ sound(self.owner, CH_TRIGGER, kh_sound_alarm, VOL_BASE, ATTEN_NORM); // play a simple alarm
self.siren_time = time + 2.5; // repeat every 2.5 seconds
}
kh_Key_Remove(self);
}
-string STR_ITEM_KH_KEY = "item_kh_key";
+const string STR_ITEM_KH_KEY = "item_kh_key";
void kh_Key_Spawn(entity initial_owner, float angle, float i) // runs every time a new flag is created, ie after all the keys have been collected
{
entity key;
key.pushltime = time + autocvar_g_balance_keyhunt_protecttime;
key.kh_dropperteam = key.team;
- sound(player, CH_TRIGGER, kh_sound_drop, VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, kh_sound_drop, VOL_BASE, ATTEN_NORM);
}
void kh_Key_DropAll(entity player, float suicide) // runs whenever a player dies
if(suicide)
key.kh_dropperteam = player.team;
}
- sound(player, CH_TRIGGER, kh_sound_drop, VOL_BASE, ATTN_NORM);
+ sound(player, CH_TRIGGER, kh_sound_drop, VOL_BASE, ATTEN_NORM);
}
}
{
if(self == other)
kh_Key_DropAll(self, TRUE);
- else if(other.classname == "player")
+ else if(IS_PLAYER(other))
kh_Key_DropAll(self, FALSE);
else
kh_Key_DropAll(self, TRUE);