19 g_assault_destructibles =
IL_NEW();
20 g_assault_objectivedecreasers =
IL_NEW();
21 g_assault_objectives =
IL_NEW();
#define GameRules_scoring(teams, spprio, stprio, fields)
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
void havocbot_role_ast_offense(entity this)
const int SFL_SORT_PRIO_SECONDARY
Scoring priority (NOTE: PRIMARY is used for fraglimit)
const int ASSAULT_VALUE_INACTIVE
const int ST_ASSAULT_OBJECTIVES
const int SFL_SORT_PRIO_PRIMARY
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
IntrusiveList g_assault_objectives
float havocbot_attack_time
REGISTER_MUTATOR(as, false)
void target_objective_decrease_activate(entity this)
const int HAVOCBOT_AST_ROLE_NONE
const int HAVOCBOT_AST_ROLE_DEFENSE
void(entity this) havocbot_role_ast_defense
void GameRules_teams(bool value)
void havocbot_ast_reset_role(entity this)
const int HAVOCBOT_AST_ROLE_OFFENSE
vector(float skel, float bonenum) _skel_get_boneabs_hidden
IntrusiveList g_assault_destructibles
void havocbot_role_ast_defense(entity this)
float assault_attacker_team
IntrusiveList g_assault_objectivedecreasers