this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
setthink(this, ons_ControlPoint_Icon_Think);
sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
setthink(this, ons_ControlPoint_Icon_Think);
sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
IL_PUSH(g_saved_team, gen);
set_movetype(gen, MOVETYPE_NONE);
gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
IL_PUSH(g_saved_team, gen);
set_movetype(gen, MOVETYPE_NONE);
gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
gen.takedamage = DAMAGE_AIM;
gen.bot_attack = true;
IL_PUSH(g_bot_targets, gen);
gen.takedamage = DAMAGE_AIM;
gen.bot_attack = true;
IL_PUSH(g_bot_targets, gen);