// spawnfuncs
spawnfunc(info_player_attacker)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.team = NUM_TEAM_1; // red, gets swapped every round
spawnfunc_info_player_deathmatch(this);
spawnfunc(info_player_defender)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch(this);
spawnfunc(target_objective)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.classname = "target_objective";
this.use = assault_objective_use;
spawnfunc(target_objective_decrease)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.classname = "target_objective_decrease";
spawnfunc(func_breakable);
spawnfunc(func_assault_destructible)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.spawnflags = 3;
this.classname = "func_assault_destructible";
spawnfunc(func_assault_wall)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.classname = "func_assault_wall";
this.mdl = this.model;
spawnfunc(target_assault_roundend)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
this.winning = 0; // round not yet won by attackers
this.classname = "target_assault_roundend";
spawnfunc(target_assault_roundstart)
{
- if (!g_assault) { remove(this); return; }
+ if (!g_assault) { delete(this); return; }
assault_attacker_team = NUM_TEAM_1;
this.classname = "target_assault_roundstart";