.entity sprite;
#define AS_ROUND_DELAY 5
-IntrusiveList g_assault_destructibles;
-IntrusiveList g_assault_objectivedecreasers;
-IntrusiveList g_assault_objectives;
-STATIC_INIT(g_assault)
-{
- g_assault_destructibles = IL_NEW();
- g_assault_objectivedecreasers = IL_NEW();
- g_assault_objectives = IL_NEW();
-}
-
// random functions
void assault_objective_use(entity this, entity actor, entity trigger)
{
spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
spr.assault_decreaser = this;
spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
- spr.classname = "sprite_waypoint";
WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
if(it.classname == "func_assault_destructible")
{