{
WriteShort(MSG_ENTITY, this.colormap);
WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
- WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
- WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
+ WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
+ WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
}
if(sf & ISF_DROP)
return true;
}
-void Item_Show (entity e, int mode)
+void Item_Show(entity e, int mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
e.ItemStatus &= ~ITS_STAYWEP;
void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
-void Item_Respawn (entity this)
+void Item_Respawn(entity this)
{
Item_Show(this, 1);
sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
- if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
+ if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
float t = Item_ItemsTime_UpdateTime(this, 0);
Item_ItemsTime_SetTime(this, t);
Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
}
-void Item_RespawnCountdown (entity this)
+void Item_RespawnCountdown(entity this)
{
if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
{
}
}
TeamBalance_Destroy(balance);
-
+
if (players >= 2) {
return normal_respawntime * (r / (players + o) + l);
} else {
{
string itemname = def.m_name;
Model itemmodel = def.m_model;
- Sound pickupsound = def.m_sound;
+ Sound pickupsound = def.m_sound;
float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
float pickupbasevalue = def.m_botvalue;
int itemflags = def.m_itemflags;
startitem_failed = false;
this.item_model_ent = itemmodel;
- this.item_pickupsound_ent = pickupsound;
+ this.item_pickupsound_ent = pickupsound;
- if(def.m_iteminit)
- def.m_iteminit(def, this);
+ if(def.m_iteminit)
+ def.m_iteminit(def, this);
if(!this.respawntime) // both need to be set
{
|| (def.instanceOfHealth && def != ITEM_HealthSmall)
|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
|| (itemid & (IT_KEY1 | IT_KEY2))
- )
+ )
{
if(!this.target || this.target == "")
this.target = "###item###"; // for finding the nearest item using findnearest
for(int j = 0; j < n; ++j)
{
FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
- it.wr_init(it);
- break;
+ it.wr_init(it);
+ break;
});
}
}