void dompoint_captured ()
{
- local entity head;
- local float old_delay, old_team, real_team;
+ entity head;
+ float old_delay, old_team, real_team;
// now that the delay has expired, switch to the latest team to lay claim to this point
head = self.owner;
void dompointthink()
{
- local float fragamt;
+ float fragamt;
self.nextthink = time + 0.1;
void dompointtouch()
{
- local entity head;
+ entity head;
if (other.classname != "player")
return;
if (other.health < 1)
void dom_controlpoint_setup()
{
- local entity head;
+ entity head;
// find the spawnfunc_dom_team representing unclaimed points
head = find(world, classname, "dom_team");
while(head && head.netname != "")
// code from here on is just to support maps that don't have control point and team entities
void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, string capsound, string capnarration, string capmessage)
{
- local entity oldself;
+ entity oldself;
oldself = self;
self = spawn();
self.classname = "dom_team";
void dom_spawnpoint(vector org)
{
- local entity oldself;
+ entity oldself;
oldself = self;
self = spawn();
self.classname = "dom_controlpoint";
void dom_delayedinit()
{
- local entity head;
+ entity head;
// if no teams are found, spawn defaults, if custom teams are set, use them
if (find(world, classname, "dom_team") == world || autocvar_g_domination_teams_override >= 2)