]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_assault.qc
VehicleSpawn --> VehicleInit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
index dfe4281b23c826ae818c9c3ff075b94f0300fdea..1a1d7959fd2799b4e3908d3e13736b314106aced 100644 (file)
@@ -71,16 +71,13 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
 
 void assault_setenemytoobjective(entity this)
 {
-       FOREACH_ENTITY_STRING(targetname, this.target,
+       IL_EACH(g_assault_objectives, it.targetname == this.target,
        {
-               if(it.classname == "target_objective")
-               {
-                       if(this.enemy == NULL)
-                               this.enemy = it;
-                       else
-                               objerror(this, "more than one objective as target - fix the map!");
-                       break;
-               }
+               if(this.enemy == NULL)
+                       this.enemy = it;
+               else
+                       objerror(this, "more than one objective as target - fix the map!");
+               break;
        });
 
        if(this.enemy == NULL)
@@ -182,21 +179,10 @@ void assault_wall_think(entity this)
 
 // trigger new round
 // reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearreturn(entity veh);
-void vehicles_spawn(entity this);
 void assault_new_round(entity this)
 {
        //bprint("ASSAULT: new round\n");
 
-       // Eject players from vehicles
-    FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
-
-    IL_EACH(g_vehicles, true,
-    {
-        vehicles_clearreturn(it);
-        vehicles_spawn(it);
-    });
-
        // up round counter
        this.winning = this.winning + 1;
 
@@ -284,6 +270,7 @@ spawnfunc(target_objective)
        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;
        this.reset(this);
@@ -542,7 +529,7 @@ MUTATOR_HOOKFUNCTION(as, TurretSpawn)
                turret.team = 5; // this gets reversed when match starts?
 }
 
-MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
+MUTATOR_HOOKFUNCTION(as, VehicleInit)
 {
        entity veh = M_ARGV(0, entity);
 
@@ -564,7 +551,7 @@ MUTATOR_HOOKFUNCTION(as, PlayHitsound)
        return (frag_victim.classname == "func_assault_destructible");
 }
 
-MUTATOR_HOOKFUNCTION(as, GetTeamCount)
+MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
 {
        // assault always has 2 teams
        c1 = c2 = 0;