self = oldself;
}
-vector target_objective_spawn_evalfunc(entity player, entity spot, float teamcheck, vector current)
+vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
{
if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
return '-1 0 0';
// reset the level with a countdown
cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
- ReadyRestartForce(); // sets game_starttime
+ ReadyRestart_force(); // sets game_starttime
}