self.classname = "target_location";
// location name in netname
// eventually support: count, teamgame selectors, line of sight?
-};
+}
void spawnfunc_info_location()
{
self.classname = "target_location";
self.message = self.netname;
-};
+}
string NearestLocation(vector p)
{
vector randompos(vector m1, vector m2)
{
- local vector v;
+ vector v;
m2 = m2 - m1;
v_x = m2_x * random() + m1_x;
v_y = m2_y * random() + m1_y;
v_z = m2_z * random() + m1_z;
return v;
-};
+}
//#NO AUTOCVARS START
void play2team(float t, string filename)
{
- local entity head;
+ entity head;
if (autocvar_bot_sound_monopoly)
return;
if(autocvar_sv_precacheweapons)
{
//precache weapon models/sounds
- local float wep;
+ float wep;
wep = WEP_FIRST;
while (wep <= WEP_LAST)
{