/**
* Key touch handler.
*/
-void item_key_touch(void) {
+void item_key_touch()
+{SELFPARAM();
if (!IS_PLAYER(other))
return;
/**
* Spawn a key with given model, key code and color.
*/
-void spawn_item_key() {
+void spawn_item_key()
+{SELFPARAM();
precache_model(self.model);
if (self.spawnflags & 1) // FLOATING
self.mdl = self.model;
self.effects = EF_LOWPRECISION;
- setmodel(self, self.model);
+ _setmodel(self, self.model);
//setsize(self, '-16 -16 -24', '16 16 32');
setorigin(self, self.origin + '0 0 32');
setsize(self, '-16 -16 -56', '16 16 0');
itemkeys MUST always have exactly one bit set.
*/
-void spawnfunc_item_key() {
+void spawnfunc_item_key()
+{SELFPARAM();
string _netname;
vector _colormod;
self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
if (self.noise == "")
- self.noise = "misc/itempickup.wav";
+ self.noise = SND(ITEMPICKUP);
// save the name for later
item_keys_names[lowestbit(self.itemkeys)] = self.netname;
---------NOTES----------
Don't use this entity on new maps! Use item_key instead.
*/
-void spawnfunc_item_key1(void) {
+void spawnfunc_item_key1(void)
+{SELFPARAM();
self.classname = "item_key";
self.itemkeys = ITEM_KEY_BIT(1);
spawnfunc_item_key();
---------NOTES----------
Don't use this entity on new maps! Use item_key instead.
*/
-void spawnfunc_item_key2(void) {
+void spawnfunc_item_key2(void)
+{SELFPARAM();
self.classname = "item_key";
self.itemkeys = ITEM_KEY_BIT(0);
spawnfunc_item_key();