PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
self.enemy.health = -1;
- entity oldself, oldactivator;
+ entity oldself, oldactivator, head;
oldself = self;
self = oldself.enemy;
if(self.message)
- {
- entity player;
- string s;
- FOR_EACH_PLAYER(player)
- {
- s = strcat(self.message, "\n");
- centerprint(player, s);
- }
- }
+ FOR_EACH_PLAYER(head)
+ centerprint(head, self.message);
oldactivator = activator;
activator = oldself;
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;
+ if(assault_attacker_team == NUM_TEAM_1)
+ assault_attacker_team = NUM_TEAM_2;
else
- assault_attacker_team = COLOR_TEAM1;
+ 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;
}
}
{
if not(g_assault) { remove(self); return; }
- self.team = COLOR_TEAM1; // red, gets swapped every round
+ self.team = NUM_TEAM_1; // red, gets swapped every round
spawnfunc_info_player_deathmatch();
}
{
if not(g_assault) { remove(self); return; }
- self.team = COLOR_TEAM2; // blue, gets swapped every round
+ self.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
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();
}
{
if not(g_assault) { remove(self); return; }
- assault_attacker_team = COLOR_TEAM1;
+ assault_attacker_team = NUM_TEAM_1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;
self.reset2 = assault_roundstart_use;
MUTATOR_HOOKFUNCTION(assault_PlayerSpawn)
{
if(self.team == assault_attacker_team)
- centerprint(self, "You are attacking!");
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
else
- centerprint(self, "You are defending!");
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
return FALSE;
}