centerprint(player, s);
}
}
-
+
oldactivator = activator;
activator = oldself;
SUB_UseTargets();
return;
}
self.spawnflags = 3;
+ self.classname = "func_assault_destructible";
+ self.takedamage = TRUE;
+ self.bot_attack = TRUE;
if(assault_attacker_team == COLOR_TEAM1) {
self.team = COLOR_TEAM2;
} else {
activator = self;
SUB_UseTargets();
-
+
#ifdef TTURRETS_ENABLED
entity ent, oldself;
// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-void assault_new_round() {
+void vehicles_clearrturn();
+void vehicles_spawn();
+void assault_new_round()
+{
+ entity oldself;
//bprint("ASSAULT: new round\n");
+ oldself = self;
+ // Eject players from vehicles
+ FOR_EACH_PLAYER(self)
+ {
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+ }
+
+ self = findchainflags(vehicle_flags, VHF_ISVEHICLE);
+ while(self)
+ {
+ vehicles_clearrturn();
+ vehicles_spawn();
+ self = self.chain;
+ }
+
+ self = oldself;
+
// up round counter
self.winning = self.winning + 1;