// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearrturn();
+void vehicles_clearreturn(entity veh);
void vehicles_spawn();
void assault_new_round()
{
FOR_EACH_PLAYER(self)
{
if(self.vehicle)
- vehicles_exit(VHEF_RELESE);
+ vehicles_exit(VHEF_RELEASE);
}
self = findchainflags(vehicle_flags, VHF_ISVEHICLE);
while(self)
{
- vehicles_clearrturn();
+ vehicles_clearreturn(self);
vehicles_spawn();
self = self.chain;
}
MUTATOR_HOOK(PlayerSpawn, assault_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(TurretSpawn, assault_TurretSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(VehicleSpawn, assault_VehicleSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(HavocBot_ChooseRule, assault_BotRoles, CBC_ORDER_ANY);
+ MUTATOR_HOOK(HavocBot_ChooseRole, assault_BotRoles, CBC_ORDER_ANY);
MUTATOR_ONADD
{