void target_changelevel_use(entity this, entity actor, entity trigger)
{
- if(this.spawnflags & 2)
- {
+ if (this.spawnflags & 2) {
// simply don't react if a non-player triggers it
- if(!IS_PLAYER(actor)) { return; }
+ if (!IS_PLAYER(actor)) { return; }
actor.chlevel_targ = this;
// let's not count bots
FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
++realplnum;
- if(it.chlevel_targ == this)
+ if (it.chlevel_targ == this) {
++plnum;
+ }
});
- if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
+ if (plnum < ceil(realplnum * min(1, this.count))) { // 70% of players
return;
+ }
}
- if(this.gametype != "")
+ if (this.gametype != "") {
MapInfo_SwitchGameType(MapInfo_Type_FromString(this.gametype));
+ }
- if (this.chmap == "")
+ if (this.chmap == "") {
localcmd("endmatch\n");
- else
+ } else {
localcmd(strcat("changelevel ", this.chmap, "\n"));
+ }
}
spawnfunc(target_changelevel)
{
this.use = target_changelevel_use;
- if(!this.count) { this.count = 0.7; }
+ if (!this.count) { this.count = 0.7; }
}
#endif