string ctf_CaptureRecord(entity flag, entity player)
{
float cap_time, cap_record, success;
- string cap_message, refername;
+ string cap_message = string_null, refername;
if((autocvar_g_ctf_captimerecord_always) || (player_count - currentbots))
{
void ctf_CheckStalemate(void)
{
// declarations
- float stale_red_flags, stale_blue_flags;
+ float stale_red_flags = 0, stale_blue_flags = 0;
entity tmp_entity;
- entity ctf_staleflaglist; // reset the list, we need to build the list each time this function runs
+ entity ctf_staleflaglist = world; // reset the list, we need to build the list each time this function runs
// build list of stale flags
for(tmp_entity = ctf_worldflaglist; tmp_entity; tmp_entity = tmp_entity.ctf_worldflagnext)
// pass the flag to a team mate
if(autocvar_g_ctf_pass)
{
- entity head, closest_target;
+ entity head, closest_target = world;
head = WarpZone_FindRadius(player.origin, autocvar_g_ctf_pass_radius, TRUE);
while(head) // find the closest acceptable target to pass to