.entity kh_next;
float kh_Key_AllOwnedByWhichTeam();
-typedef void(void) kh_Think_t;
+typedef void() kh_Think_t;
void kh_StartRound();
void kh_Controller_SetThink(float t, kh_Think_t func);
}
const string STR_ITEM_KH_KEY = "item_kh_key";
-void kh_Key_Spawn(entity initial_owner, float angle, float i) // runs every time a new flag is created, ie after all the keys have been collected
+void kh_Key_Spawn(entity initial_owner, float _angle, float i) // runs every time a new flag is created, ie after all the keys have been collected
{
- entity key;
- key = spawn();
+ entity key = spawn();
key.count = i;
key.classname = STR_ITEM_KH_KEY;
key.touch = kh_Key_Touch;
key.think = kh_Key_Think;
key.nextthink = time;
key.items = IT_KEY1 | IT_KEY2;
- key.cnt = angle;
+ key.cnt = _angle;
key.angles = '0 360 0' * random();
key.event_damage = kh_Key_Damage;
key.takedamage = DAMAGE_YES;