float autocvar_g_onslaught_spawn_choose;
float autocvar_g_onslaught_click_radius;
-entity cam;
-
// =======================
// CaptureShield Functions
// =======================
-bool clientcamera_send(entity this, entity to, int sf)
-{
- WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
-
- WriteVector(MSG_ENTITY, this.origin);
-
- WriteAngleVector(MSG_ENTITY, this.angles);
-
- return true;
-}
-
bool ons_CaptureShield_Customize(entity this, entity client)
{
entity e = WaypointSprite_getviewentity(client);
return 0;
}
+// return values:
+// -2: SAME TEAM, attackable by enemy!
+// -1: SAME TEAM!
+// 0: off limits
+// 1: attack it
+// 2: touch it
+// 3: attack it (HIGH PRIO)
+// 4: touch it (HIGH PRIO)
int ons_ControlPoint_Attackable(entity cp, int teamnum)
- // -2: SAME TEAM, attackable by enemy!
- // -1: SAME TEAM!
- // 0: off limits
- // 1: attack it
- // 2: touch it
- // 3: attack it (HIGH PRIO)
- // 4: touch it (HIGH PRIO)
{
int a;
}
}
+entity cam;
+bool clientcamera_send(entity this, entity to, int sf)
+{
+ WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
+ WriteVector(MSG_ENTITY, this.origin);
+ WriteAngleVector(MSG_ENTITY, this.angles);
+ return true;
+}
+
void ons_camSetup(entity this)
{
vector dir;