ent = find(world, classname, "turret_main");
while(ent) {
// Swap turret teams
- if(ent.team == COLOR_TEAM1)
- ent.team = COLOR_TEAM2;
+ if(ent.team == NUM_TEAM_1)
+ ent.team = NUM_TEAM_2;
else
- ent.team = COLOR_TEAM1;
+ ent.team = NUM_TEAM_1;
self = ent;
self.winning = self.winning + 1;
// swap attacker/defender roles
- if(assault_attacker_team == COLOR_TEAM1) {
- assault_attacker_team = COLOR_TEAM2;
- } else {
- assault_attacker_team = COLOR_TEAM1;
- }
-
+ if(assault_attacker_team == NUM_TEAM_1)
+ assault_attacker_team = NUM_TEAM_2;
+ else
+ assault_attacker_team = NUM_TEAM_1;
entity ent;
for(ent = world; (ent = nextent(ent)); )
{
if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
{
- if(ent.team_saved == COLOR_TEAM1)
- ent.team_saved = COLOR_TEAM2;
- else if(ent.team_saved == COLOR_TEAM2)
- ent.team_saved = COLOR_TEAM1;
+ if(ent.team_saved == NUM_TEAM_1)
+ ent.team_saved = NUM_TEAM_2;
+ else if(ent.team_saved == NUM_TEAM_2)
+ ent.team_saved = NUM_TEAM_1;
}
}
// spawnfuncs
void spawnfunc_info_player_attacker()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
- self.team = COLOR_TEAM1; // red, gets swapped every round
+ if not(g_assault) { remove(self); return; }
+
+ self.team = NUM_TEAM_1; // red, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_info_player_defender()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
- self.team = COLOR_TEAM2; // blue, gets swapped every round
+ if not(g_assault) { remove(self); return; }
+
+ self.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_target_objective()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
self.classname = "target_objective";
self.use = assault_objective_use;
assault_objective_reset();
void spawnfunc_target_objective_decrease()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
self.classname = "target_objective_decrease";
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_assault_destructible()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
self.spawnflags = 3;
self.classname = "func_assault_destructible";
- if(assault_attacker_team == COLOR_TEAM1)
- self.team = COLOR_TEAM2;
+ if(assault_attacker_team == NUM_TEAM_1)
+ self.team = NUM_TEAM_2;
else
- self.team = COLOR_TEAM1;
+ self.team = NUM_TEAM_1;
spawnfunc_func_breakable();
}
void spawnfunc_func_assault_wall()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
self.classname = "func_assault_wall";
self.mdl = self.model;
setmodel(self, self.mdl);
void spawnfunc_target_assault_roundend()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
self.use = target_assault_roundend_use;
void spawnfunc_target_assault_roundstart()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
- assault_attacker_team = COLOR_TEAM1;
+ if not(g_assault) { remove(self); return; }
+
+ assault_attacker_team = NUM_TEAM_1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;
self.reset2 = assault_roundstart_use;
havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
}
-void havocbot_chooserole_ast()
-{
- havocbot_ast_reset_role(self);
-}
-
// mutator hooks
MUTATOR_HOOKFUNCTION(assault_PlayerSpawn)
{
MUTATOR_HOOKFUNCTION(assault_BotRoles)
{
- havocbot_chooserole_ast();
+ havocbot_ast_reset_role(self);
return TRUE;
}