const vector KH_KEY_MAX = '10 10 3';
const float KH_KEY_BRIGHTNESS = 2;
-float kh_no_radar_circles;
+bool kh_no_radar_circles;
// kh_state
// bits 0- 4: team of key 1, or 0 for no such key, or 30 for dropped, or 31 for self
float kh_key_dropped, kh_key_carried;
+int kh_Key_AllOwnedByWhichTeam();
+
const float ST_KH_CAPS = 1;
void kh_ScoreRules(int teams)
{
}
// -1 when no team completely owns all keys yet
-float kh_Key_AllOwnedByWhichTeam() // constantly called. check to see if all the keys are owned by the same team
+int kh_Key_AllOwnedByWhichTeam() // constantly called. check to see if all the keys are owned by the same team
{
entity key;
- float teem;
- float keys;
-
- teem = -1;
- keys = NumTeams(kh_teams);
+ int teem = -1;
+ int keys = NumTeams(kh_teams);
FOR_EACH_KH_KEY(key)
{
if(!key.owner)
// ALL OF THESE should be removed in the future, as other code should not have to care
// used by bots:
-float kh_tracking_enabled;
+bool kh_tracking_enabled;
.entity kh_next;
-float kh_Key_AllOwnedByWhichTeam();
USING(kh_Think_t, void());
void kh_StartRound();