key.damageforcescale = 0;
key.takedamage = DAMAGE_NO;
key.modelindex = kh_key_carried;
+ navigation_dynamicgoal_unset(key);
}
void kh_Key_Detach(entity key) // runs every time a key is dropped or lost. Runs several times times when all the keys are captured
key.takedamage = DAMAGE_YES;
// let key.team stay
key.modelindex = kh_key_dropped;
+ navigation_dynamicgoal_set(key);
key.kh_previous_owner = key.owner;
key.kh_previous_owner_playerid = key.owner.playerid;
}
setsize(key, KH_KEY_MIN, KH_KEY_MAX);
key.colormod = Team_ColorRGB(initial_owner.team) * KH_KEY_BRIGHTNESS;
key.reset = key_reset;
+ navigation_dynamicgoal_init(key, false);
switch(initial_owner.team)
{