self.team = COLOR_TEAM1; // red, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_info_player_defender()
{
self.team = COLOR_TEAM1; // red, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_info_player_defender()
{
self.team = COLOR_TEAM2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_target_objective()
{
self.team = COLOR_TEAM2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_target_objective()
{
self.classname = "target_objective";
self.use = assault_objective_use;
assault_objective_reset();
self.classname = "target_objective";
self.use = assault_objective_use;
assault_objective_reset();
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_assault_destructible()
{
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_assault_destructible()
{
self.classname = "func_assault_wall";
self.mdl = self.model;
setmodel(self, self.mdl);
self.classname = "func_assault_wall";
self.mdl = self.model;
setmodel(self, self.mdl);
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
self.use = target_assault_roundend_use;
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
self.use = target_assault_roundend_use;
assault_attacker_team = COLOR_TEAM1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;
assault_attacker_team = COLOR_TEAM1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;