// 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;
}
void spawnfunc_info_player_attacker()
{
if (!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 (!g_assault) { remove(self); return; }
-
+
self.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_target_objective()
{
if (!g_assault) { remove(self); return; }
-
+
self.classname = "target_objective";
self.use = assault_objective_use;
assault_objective_reset();
void spawnfunc_func_assault_destructible()
{
if (!g_assault) { remove(self); return; }
-
+
self.spawnflags = 3;
self.classname = "func_assault_destructible";
-
+
if(assault_attacker_team == NUM_TEAM_1)
self.team = NUM_TEAM_2;
else
void spawnfunc_func_assault_wall()
{
if (!g_assault) { remove(self); return; }
-
+
self.classname = "func_assault_wall";
self.mdl = self.model;
setmodel(self, self.mdl);
void spawnfunc_target_assault_roundstart()
{
if (!g_assault) { remove(self); return; }
-
+
assault_attacker_team = NUM_TEAM_1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;
centerprint(self, "You are attacking!");
else
centerprint(self, "You are defending!");
-
+
return FALSE;
}
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
{
if(time > 1) // game loads at time 1