entity ka_ball;
-const float SP_KEEPAWAY_PICKUPS = 4;
-const float SP_KEEPAWAY_CARRIERKILLS = 5;
-const float SP_KEEPAWAY_BCTIME = 6;
-
void(entity this) havocbot_role_ka_carrier;
void(entity this) havocbot_role_ka_collector;
}
makevectors(this.angles);
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
this.velocity = '0 0 200';
this.angles = '0 0 0';
this.effects = autocvar_g_keepawayball_effects;
// make the ball invisible/unable to do anything/set up time scoring
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.effects |= EF_NODRAW;
settouch(this, func_null);
setthink(this, ka_TimeScoring);
// reset the ball
setattachment(ball, NULL, "");
- ball.movetype = MOVETYPE_BOUNCE;
+ set_movetype(ball, MOVETYPE_BOUNCE);
ball.wait = time + 1;
settouch(ball, ka_TouchEvent);
setthink(ball, ka_RespawnBall);
e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
e.solid = SOLID_TRIGGER;
- e.movetype = MOVETYPE_BOUNCE;
+ set_movetype(e, MOVETYPE_BOUNCE);
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = true;
e.flags = FL_ITEM;
void ka_ScoreRules()
{
ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
ScoreRules_basics_end();
}