+#include "../_all.qh"
+
+#include "gamemode.qh"
+
float autocvar_g_onslaught_spawn_at_controlpoints;
float autocvar_g_onslaught_spawn_at_generator;
float autocvar_g_onslaught_cp_proxydecap;
entity ons_red_generator;
entity ons_blue_generator;
-void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+void ons_gib_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
{
self.velocity = self.velocity + vforce;
}
self.count = self.count - 1;
}
-void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void onslaught_generator_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
float i;
if (damage <= 0)
float ons_notification_time_team1;
float ons_notification_time_team2;
-void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
entity oself;
float nag;