void PutObserverInServer();
void PutClientInServer();
-void(entity e) ReturnFlag;
+void ctf_RespawnFlag(entity); // FIXCTF
void dom_controlpoint_setup();
void onslaught_generator_reset();
void onslaught_controlpoint_reset();
self.team = self.team_saved;
if(self.flags & FL_PROJECTILE) // remove any projectiles left
- {
- stopsound(self, CHAN_PAIN);
remove(self);
- }
}
// Waypoints and assault start come LAST