// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-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;
MUTATOR_HOOK(PlayerSpawn, assault_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(TurretSpawn, assault_TurretSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(VehicleSpawn, assault_VehicleSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(HavocBot_ChooseRule, assault_BotRoles, CBC_ORDER_ANY);
+ MUTATOR_HOOK(HavocBot_ChooseRole, assault_BotRoles, CBC_ORDER_ANY);
MUTATOR_ONADD
{