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;
}
}
// spawnfuncs
void spawnfunc_info_player_attacker()
{
- if not(g_assault) { remove(self); return; }
+ if (!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();
}
void spawnfunc_info_player_defender()
{
- if not(g_assault) { remove(self); return; }
+ if (!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();
}
void spawnfunc_target_objective()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
self.classname = "target_objective";
self.use = assault_objective_use;
void spawnfunc_target_objective_decrease()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
self.classname = "target_objective_decrease";
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_assault_destructible()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
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();
}
void spawnfunc_func_assault_wall()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
self.classname = "func_assault_wall";
self.mdl = self.model;
void spawnfunc_target_assault_roundend()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
void spawnfunc_target_assault_roundstart()
{
- if not(g_assault) { remove(self); return; }
+ if (!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;
if (ad.target == "")
continue;
- if not(ad.bot_attack)
+ if (!ad.bot_attack)
continue;
found = FALSE;
MUTATOR_HOOKFUNCTION(assault_TurretSpawn)
{
- if not (self.team)
+ if (!self.team)
self.team = 14;
return FALSE;