#include "sv_assault.qh"
+#include <common/mapobjects/func/breakable.qh>
+
.entity sprite;
#define AS_ROUND_DELAY 5
return true;
}
-spawnfunc(func_breakable);
spawnfunc(func_assault_destructible)
{
if (!g_assault) { delete(this); return; }
entity turret = M_ARGV(0, entity);
if(!turret.team || turret.team == FLOAT_MAX)
- turret.team = 5; // this gets reversed when match starts?
+ turret.team = assault_attacker_team; // this gets reversed when match starts (assault_roundstart_use)
}
MUTATOR_HOOKFUNCTION(as, VehicleInit)
MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
{
- entity ent = M_ARGV(0, entity);
+ entity ent = M_ARGV(0, entity);
switch(ent.classname)
{