void Item_RespawnCountdown (entity this)
{
- if(this.count >= ITEM_RESPAWN_TICKS)
+ if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
{
if(this.waypointsprite_attached)
WaypointSprite_Kill(this.waypointsprite_attached);
else
{
this.nextthink = time + 1;
- this.count += 1;
- if(this.count == 1)
+ this.item_respawncounter += 1;
+ if(this.item_respawncounter == 1)
{
do {
{
});
WaypointSprite_Ping(this.waypointsprite_attached);
- //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
+ //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
}
}
}
setthink(e, Item_RespawnCountdown);
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
- e.count = 0;
+ e.item_respawncounter = 0;
if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
{
t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
.float max_armorvalue;
.float pickup_anyway;
+.float item_respawncounter;
+
void Item_Show (entity e, float mode);
void Item_Respawn (entity this);