void ctf_Reset()
{
ctf_Handle_Drop(self);
-
ctf_RespawnFlag(self);
}
if(gameover) { return; }
if(!self) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- { // The ball fell off the map, respawn it since players can't get to it
+ { // The flag fell off the map, respawn it since players can't get to it
ctf_RespawnFlag(self);
return;
}
if(other.deadflag != DEAD_NO) { return; }
if(other.classname != "player")
- { // the flag just touched an object, most likely the world
+ { // The flag just touched an object, most likely the world
pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
sound(self, CHAN_AUTO, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
return;