// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearrturn();
-void vehicles_spawn();
void assault_new_round()
{
- entity oldself;
- //bprint("ASSAULT: new round\n");
-
- oldself = self;
- // Eject players from vehicles
- FOR_EACH_PLAYER(self)
- {
- if(self.vehicle)
- vehicles_exit(VHEF_RELESE);
- }
-
- self = findchainflags(vehicle_flags, VHF_ISVEHICLE);
- while(self)
- {
- vehicles_clearrturn();
- vehicles_spawn();
- self = self.chain;
- }
-
- self = oldself;
-
// up round counter
self.winning = self.winning + 1;
// spawnfuncs
void spawnfunc_info_player_attacker()
{
- if not(g_assault) { remove(self); return; }
-
+ if (!g_assault) { remove(self); return; }
+
self.team = NUM_TEAM_1; // red, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_info_player_defender()
{
- if not(g_assault) { remove(self); return; }
-
+ if (!g_assault) { remove(self); return; }
+
self.team = NUM_TEAM_2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_target_objective()
{
- if not(g_assault) { remove(self); return; }
-
+ if (!g_assault) { remove(self); return; }
+
self.classname = "target_objective";
self.use = assault_objective_use;
assault_objective_reset();
void spawnfunc_target_objective_decrease()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
self.classname = "target_objective_decrease";
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_assault_destructible()
{
- if not(g_assault) { remove(self); return; }
-
+ if (!g_assault) { remove(self); return; }
+
self.spawnflags = 3;
self.classname = "func_assault_destructible";
-
+
if(assault_attacker_team == NUM_TEAM_1)
self.team = NUM_TEAM_2;
else
void spawnfunc_func_assault_wall()
{
- if not(g_assault) { remove(self); return; }
-
+ if (!g_assault) { remove(self); return; }
+
self.classname = "func_assault_wall";
self.mdl = self.model;
setmodel(self, self.mdl);
void spawnfunc_target_assault_roundend()
{
- if not(g_assault) { remove(self); return; }
+ if (!g_assault) { remove(self); return; }
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
void spawnfunc_target_assault_roundstart()
{
- if not(g_assault) { remove(self); return; }
-
+ if (!g_assault) { remove(self); return; }
+
assault_attacker_team = NUM_TEAM_1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;
if (ad.target == "")
continue;
- if not(ad.bot_attack)
+ if (!ad.bot_attack)
continue;
found = FALSE;
centerprint(self, "You are attacking!");
else
centerprint(self, "You are defending!");
-
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(assault_TurretSpawn)
{
- if not (self.team)
+ if (!self.team)
self.team = 14;
return FALSE;
MUTATOR_HOOK(TurretSpawn, assault_TurretSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(VehicleSpawn, assault_VehicleSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(HavocBot_ChooseRule, assault_BotRoles, CBC_ORDER_ANY);
-
+
MUTATOR_ONADD
{
if(time > 1) // game loads at time 1