3 #include <common/mutators/base.qh>
4 #include <common/scores.qh>
6 const int ASSAULT_VALUE_INACTIVE = 1000;
8 const int ST_ASSAULT_OBJECTIVES = 1;
10 REGISTER_MUTATOR(as, false)
15 GameRules_teams(true);
16 int teams = BITS(2); // always red vs blue
17 GameRules_scoring(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, {
18 field_team(ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
19 field(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
26 .entity assault_decreaser;
27 .entity assault_sprite;
30 const int HAVOCBOT_AST_ROLE_NONE = 0;
31 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
32 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
34 .float havocbot_attack_time;
36 void(entity this) havocbot_role_ast_defense;
37 void(entity this) havocbot_role_ast_offense;
39 void(entity bot) havocbot_ast_reset_role;
41 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
42 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
44 // assault game mode: Which team is attacking in this round?
45 float assault_attacker_team;
47 // predefined spawnfuncs
48 void target_objective_decrease_activate(entity this);