#include "sv_assault.qh"
+#include <server/command/vote.qh>
#include <common/mapobjects/func/breakable.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/turrets/sv_turrets.qh>
+#include <server/damage.qh>
+#include <server/world.qh>
+#include <server/spawnpoints.qh>
.entity sprite;
#define AS_ROUND_DELAY 5
{
if (!g_assault) { delete(this); return; }
- this.classname = "target_objective";
IL_PUSH(g_assault_objectives, this);
this.use = assault_objective_use;
this.reset = assault_objective_reset;
{
if (!g_assault) { delete(this); return; }
- this.classname = "target_objective_decrease";
IL_PUSH(g_assault_objectivedecreasers, this);
if(!this.dmg)
if (!g_assault) { delete(this); return; }
this.spawnflags = 3;
- this.classname = "func_assault_destructible";
this.event_heal = destructible_heal;
IL_PUSH(g_assault_destructibles, this);
{
if (!g_assault) { delete(this); return; }
- this.classname = "func_assault_wall";
this.mdl = this.model;
_setmodel(this, this.mdl);
this.solid = SOLID_BSP;
if (!g_assault) { delete(this); return; }
this.winning = 0; // round not yet won by attackers
- this.classname = "target_assault_roundend";
this.use = target_assault_roundend_use;
this.cnt = 0; // first round
this.reset = target_assault_roundend_reset;
if (!g_assault) { delete(this); return; }
assault_attacker_team = NUM_TEAM_1;
- this.classname = "target_assault_roundstart";
this.use = assault_roundstart_use;
this.reset2 = assault_roundstart_use_this;
InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);