-entity secret_counter;
-/*
-.count - total number of secrets to find
-.cnt - number of secrets found
-*/
-void secret_counter_create() {
- print("^1secret_counter_create()\n");
- secret_counter = spawn();
- secret_counter.classname = "secret_counter";
- secret_counter.count = 0;
- secret_counter.cnt = 0;
+
+void secrets_setstatus() {
+ self.stat_secrets_total = secrets_total;
+ self.stat_secrets_found = secrets_found;
}
-/*
-A secret has been found!
-*/
+/**
+ * A secret has been found (maybe :P)
+ */
void trigger_secret_touch() {
// only a player can trigger this
if (other.classname != "player")
return;
// update secrets found counter
- secret_counter.cnt += 1;
- print("Secret found: ", ftos(secret_counter.cnt), "/");
- print(ftos(secret_counter.count), " - ");
- print("self=", self.classname, ", other=", other.classname, "\n");
+ secrets_found += 1;
+ //print("Secret found: ", ftos(secret_counter.cnt), "/");
+ //print(ftos(secret_counter.count), "\n");
+
+ // centerprint message (multi_touch() doesn't always call centerprint())
+ centerprint(other, self.message);
+ self.message = "";
// handle normal trigger features
multi_touch();
void spawnfunc_trigger_secret() {
// FIXME: should it be disabled in most modes?
- // create secret counter
- if not(secret_counter)
- secret_counter_create();
-
// update secrets count
- secret_counter.count += 1;
+ secrets_total += 1;
// add default message
if (self.message == "")