self = oldself;
}
+vector target_objective_spawn_evalfunc(entity player, entity spot, float teamcheck, vector current)
+{
+ if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
+ return '-1 0 0';
+ return current;
+}
+
void spawnfunc_target_objective() {
if(!g_assault)
{
self.use = assault_objective_use;
assault_objective_reset();
self.reset = assault_objective_reset;
+ self.spawn_evalfunc = target_objective_spawn_evalfunc;
}