return output;
}
-// switch between sprint and print depending on whether the reciever is the server or a player
+// switch between sprint and print depending on whether the receiver is the server or a player
void print_to(entity to, string input)
{
if(to)
flag.pass_target = world;
}
-void ctf_Handle_Throw(entity player, entity reciever, float droptype)
+void ctf_Handle_Throw(entity player, entity receiver, float droptype)
{
entity flag = player.flagcarried;
vector targ_origin;
if(!flag) { return; }
- if((droptype == DROP_PASS) && !reciever) { return; }
+ if((droptype == DROP_PASS) && !receiver) { return; }
if(flag.speedrunning) { ctf_RespawnFlag(flag); return; }
{
case DROP_PASS:
{
- WarpZone_RefSys_Copy(flag, reciever);
- targ_origin = WarpZone_RefSys_TransformOrigin(reciever, flag, (0.5 * (reciever.absmin + reciever.absmax)));
+ WarpZone_RefSys_Copy(flag, receiver);
+ targ_origin = WarpZone_RefSys_TransformOrigin(receiver, flag, (0.5 * (receiver.absmin + receiver.absmax)));
flag.velocity = (normalize(targ_origin - player.origin) * autocvar_g_ctf_pass_velocity);
break;
}
flag.movetype = MOVETYPE_FLY;
flag.takedamage = DAMAGE_NO;
flag.pass_sender = player;
- flag.pass_target = reciever;
+ flag.pass_target = receiver;
flag.ctf_status = FLAG_PASSING;
// other