kh_Key_AssignTo(key, player); // this also updates .kh_state
}
-void kh_Key_Touch(entity this) // runs many, many times when a key has been dropped and can be picked up
+void kh_Key_Touch(entity this, entity toucher) // runs many, many times when a key has been dropped and can be picked up
{
if(intermission_running)
return;
// maybe start a shorter countdown?
}
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
- if(IS_DEAD(other))
+ if(IS_DEAD(toucher))
return;
- if(other == this.enemy)
+ if(toucher == this.enemy)
if(time < this.kh_droptime + autocvar_g_balance_keyhunt_delay_collect)
return; // you just dropped it!
- kh_Key_Collect(this, other);
+ kh_Key_Collect(this, toucher);
}
void kh_Key_Remove(entity key) // runs after when all the keys have been collected or when a key has been dropped for more than X seconds