self.winning = self.winning + 1;
// swap attacker/defender roles
- if(assault_attacker_team == COLOR_TEAM1) {
+ if(assault_attacker_team == COLOR_TEAM1)
assault_attacker_team = COLOR_TEAM2;
- } else {
+ else
assault_attacker_team = COLOR_TEAM1;
- }
-
entity ent;
for(ent = world; (ent = nextent(ent)); )
// spawnfuncs
void spawnfunc_info_player_attacker()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
self.team = COLOR_TEAM1; // red, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_info_player_defender()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
self.team = COLOR_TEAM2; // blue, gets swapped every round
spawnfunc_info_player_deathmatch();
}
void spawnfunc_target_objective()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(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 not(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 not(g_assault) { remove(self); return; }
+
self.spawnflags = 3;
self.classname = "func_assault_destructible";
void spawnfunc_func_assault_wall()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(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 not(g_assault) { remove(self); return; }
+
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
self.use = target_assault_roundend_use;
void spawnfunc_target_assault_roundstart()
{
- if not(g_assault)
- {
- remove(self);
- return;
- }
+ if not(g_assault) { remove(self); return; }
+
assault_attacker_team = COLOR_TEAM1;
self.classname = "target_assault_roundstart";
self.use = assault_roundstart_use;