}
MUTATOR_HOOKFUNCTION(itemstime, reset_map_global)
-{SELFPARAM();
+{
Item_ItemsTime_ResetTimes();
// ALL the times need to be reset before .reset()ing each item
// since Item_Reset schedules respawn of superweapons and powerups
}
MUTATOR_HOOKFUNCTION(itemstime, PlayerSpawn)
-{SELFPARAM();
+{
if (warmup_stage) return;
- Item_ItemsTime_ResetTimesForPlayer(self);
+ entity player = M_ARGV(0, entity);
+
+ Item_ItemsTime_ResetTimesForPlayer(player);
}
#endif
}
}
+ HUD_Scale_Enable();
HUD_Panel_DrawBg(1);
float row = 0, column = 0;
FOREACH(Items, Item_ItemsTime_Allow(it) && ItemsTime_time[it.m_id] != -1, LAMBDA(
id = it.m_id;
icon = it.m_icon;
-
- :iteration
+
+LABEL(iteration)
float item_time = ItemsTime_time[id];
if (item_time < -1)
{