+ FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
+ if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
+ else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
+ ));
+
+ // reset the level with a countdown
+ cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+ ReadyRestart_force(); // sets game_starttime
+}
+
+// Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
+// they win. Otherwise the defending team wins once the timelimit passes.
+int WinningCondition_Assault()
+{
+ WinningConditionHelper(); // set worldstatus
+
+ int status = WINNING_NO;
+ // as the timelimit has not yet passed just assume the defending team will win
+ if(assault_attacker_team == NUM_TEAM_1)
+ {
+ SetWinners(__team, NUM_TEAM_2);
+ }
+ else
+ {
+ SetWinners(__team, NUM_TEAM_1);
+ }
+