4 #include <common/mutators/base.qh>
5 #include <common/scores.qh>
7 const int ASSAULT_VALUE_INACTIVE = 1000;
9 const int ST_ASSAULT_OBJECTIVES = 1;
11 REGISTER_MUTATOR(as, false)
16 GameRules_teams(true);
17 int teams = BITS(2); // always red vs blue
18 GameRules_scoring(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, {
19 field_team(ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
20 field(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
27 .entity assault_decreaser;
28 .entity assault_sprite;
31 const int HAVOCBOT_AST_ROLE_NONE = 0;
32 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
33 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
35 .int havocbot_role_flags;
36 .float havocbot_attack_time;
38 void(entity this) havocbot_role_ast_defense;
39 void(entity this) havocbot_role_ast_offense;
41 void(entity bot) havocbot_ast_reset_role;
43 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
44 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
46 // predefined spawnfuncs
47 void target_objective_decrease_activate(entity this);