@@ -32,18 +32,18 @@ entity lock_perks[32];
3232vector lock_positions[32 ];
3333vector lock_angs[32 ];
3434
35- float (float count, string cvar ) Gamemode_Lockdown_CollectPerks =
35+ float (float count, string ent_classname ) Gamemode_Lockdown_CollectPerks =
3636{
3737 entity e;
3838
39- e = find(world, classname, cvar );
39+ e = find(world, classname, ent_classname );
4040 while (e != world) {
4141 lock_perks[count] = e;
4242 lock_positions[count] = e. origin;
4343 lock_angs[count] = e. angles;
4444 count = count + 1 ;
4545
46- e = find(e, classname, cvar );
46+ e = find(e, classname, ent_classname );
4747 }
4848
4949 return count;
@@ -151,14 +151,6 @@ void() Gamemode_Lockdown_Init =
151151
152152 // precache audio
153153 precache_sound("sounds/modes/lockdown/intro.wav" );
154- precache_sound("sounds/modes/lockdown/carpenter.wav" );
155- precache_sound("sounds/modes/lockdown/double_points.wav" );
156- precache_sound("sounds/modes/lockdown/free_perk.wav" );
157- precache_sound("sounds/modes/lockdown/insta_kill.wav" );
158- precache_sound("sounds/modes/lockdown/kaboom.wav" );
159- precache_sound("sounds/modes/lockdown/maxammo.wav" );
160- precache_sound("sounds/modes/lockdown/random_weapon.wav" );
161- precache_sound("sounds/modes/lockdown/upgrade.wav" );
162154 precache_sound("sounds/modes/lockdown/lose.wav" );
163155};
164156
@@ -168,8 +160,6 @@ void() Gamemode_Lockdown_Frame =
168160 if (lock_ran_post_init_logic == false) {
169161 // Play intro voiceline
170162 Sound_PlaySound(world, "sounds/modes/lockdown/intro.wav" , SOUND_TYPE_ENV_VOICE, SOUND_PRIORITY_PLAYALWAYS);
171- // Randomize perk locations
172- Gamemode_Lockdown_RandomizePerkLocations();
173163
174164 lock_ran_post_init_logic = true;
175165 }
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