#pragma once #ifdef SVQC #include #include const int ASSAULT_VALUE_INACTIVE = 1000; const int ST_ASSAULT_OBJECTIVES = 1; REGISTER_MUTATOR(as, false) { MUTATOR_STATIC(); MUTATOR_ONADD { GameRules_teams(true); int teams = BITS(2); // always red vs blue GameRules_scoring(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, { field_team(ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY); field(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY); }); } return 0; } // sprites .entity assault_decreaser; .entity assault_sprite; // legacy bot defs const int HAVOCBOT_AST_ROLE_NONE = 0; const int HAVOCBOT_AST_ROLE_DEFENSE = 2; const int HAVOCBOT_AST_ROLE_OFFENSE = 4; .int havocbot_role_flags; .float havocbot_attack_time; void(entity this) havocbot_role_ast_defense; void(entity this) havocbot_role_ast_offense; void(entity bot) havocbot_ast_reset_role; void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items; void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers; // predefined spawnfuncs void target_objective_decrease_activate(entity this); #endif