.float siren_time; // time delay the siren
//.float stuff_time; // time delay to stuffcmd a cvar
-float test[17] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-//test[0] = status of dropped keys, test[1 - 16] = player #
+float kh_keystatus[17];
+//kh_keystatus[0] = status of dropped keys, kh_keystatus[1 - 16] = player #
//replace 17 with cvar("maxplayers") or similar !!!!!!!!!
//for(i = 0; i < maxplayers; ++i)
-// test[i] = "0";
+// kh_keystatus[i] = "0";
float kh_Team_ByID(float t)
{
key.kh_next.kh_prev = key;
float i;
- i = test[key.owner.playerid];
+ i = kh_keystatus[key.owner.playerid];
if(key.netname == "^1red key")
i += 1;
if(key.netname == "^4blue key")
i += 4;
if(key.netname == "^6pink key")
i += 8;
- test[key.owner.playerid] = i;
+ kh_keystatus[key.owner.playerid] = i;
kh_Key_Attach(key);
first = TRUE;
midpoint = '0 0 0';
+ firstorigin = '0 0 0';
+ lastorigin = '0 0 0';
FOR_EACH_KH_KEY(key)
{
vector thisorigin;
{
teem = kh_Team_ByID(i);
players = 0;
- entity my_player;
+ entity my_player = world;
FOR_EACH_PLAYER(player)
if(player.deadflag == DEAD_NO)
if(!player.BUTTON_CHAT)
{
if(time > 1) // game loads at time 1
error("This is a game type and it cannot be added at runtime.");
- g_keyhunt = 1;
kh_Initialize();
}
MUTATOR_ONREMOVE
{
- g_keyhunt = 0;
error("This is a game type and it cannot be removed at runtime.");
}