1 void spawnfunc_func_breakable();
2 void target_objective_decrease_activate();
3 .entity assault_decreaser;
4 .entity assault_sprite;
6 void spawnfunc_info_player_attacker() {
12 self.team = COLOR_TEAM1; // red, gets swapped every round
13 spawnfunc_info_player_deathmatch();
16 void spawnfunc_info_player_defender() {
22 self.team = COLOR_TEAM2; // blue, gets swapped every round
23 spawnfunc_info_player_deathmatch();
26 // reset this objective. Used when spawning an objective
27 // and when a new round starts
28 void assault_objective_reset() {
29 self.health = ASSAULT_VALUE_INACTIVE;
32 void assault_objective_use() {
33 if(other.classname == "info_player_deathmatch") // a spawn, a spawn
38 //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
39 //print("Activator is ", activator.classname, "\n");
44 for(self = world; (self = find(self, target, oldself.targetname)); )
46 if(self.classname == "target_objective_decrease")
47 target_objective_decrease_activate();
53 void spawnfunc_target_objective() {
59 self.classname = "target_objective";
60 self.use = assault_objective_use;
61 assault_objective_reset();
62 self.reset = assault_objective_reset;
66 // decrease the health of targeted objectives
67 void assault_objective_decrease_use() {
68 if(activator.team != assault_attacker_team) {
69 // wrong team triggered decrease
73 if(other.assault_sprite)
75 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
76 if(other.classname == "func_assault_destructible")
80 return; // already activated! cannot activate again!
82 if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
84 if(self.enemy.health - self.dmg > 0.5)
86 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
87 self.enemy.health = self.enemy.health - self.dmg;
91 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
92 PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
93 self.enemy.health = -1;
95 entity oldself, oldactivator;
103 FOR_EACH_PLAYER(player)
105 s = strcat(self.message, "\n");
106 centerprint(player, s);
110 oldactivator = activator;
113 activator = oldactivator;
119 void assault_setenemytoobjective()
121 local entity objective;
122 for(objective = world; (objective = find(objective, targetname, self.target)); ) {
123 if(objective.classname == "target_objective") {
124 if(self.enemy == world)
125 self.enemy = objective;
127 objerror("more than one objective as target - fix the map!");
132 if(self.enemy == world)
133 objerror("no objective as target - fix the map!");
136 float assault_decreaser_sprite_visible(entity e)
140 decreaser = self.assault_decreaser;
142 if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
148 void target_objective_decrease_activate()
152 for(ent = world; (ent = find(ent, target, self.targetname)); )
154 if(ent.assault_sprite != world)
156 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
157 if(ent.classname == "func_assault_destructible")
161 spr = WaypointSprite_SpawnFixed("<placeholder>", 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite);
162 spr.assault_decreaser = self;
163 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
164 spr.classname = "sprite_waypoint";
165 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
166 if(ent.classname == "func_assault_destructible")
168 WaypointSprite_UpdateSprites(spr, "as-defend", "as-destroy", "as-destroy");
169 WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
170 WaypointSprite_UpdateHealth(spr, ent.health);
174 WaypointSprite_UpdateSprites(spr, "as-defend", "as-push", "as-push");
175 WaypointSprite_UpdateTeamRadar(spr, RADARICON_OBJECTIVE, '1 0.5 0');
179 void target_objective_decrease_findtarget()
181 assault_setenemytoobjective();
184 //=============================================================================
186 void spawnfunc_target_objective_decrease() {
193 self.classname = "target_objective_decrease";
198 self.use = assault_objective_decrease_use;
199 self.health = ASSAULT_VALUE_INACTIVE;
200 self.max_health = ASSAULT_VALUE_INACTIVE;
203 InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
206 // destructible walls that can be used to trigger target_objective_decrease
207 void spawnfunc_func_assault_destructible() {
214 if(assault_attacker_team == COLOR_TEAM1) {
215 self.team = COLOR_TEAM2;
217 self.team = COLOR_TEAM1;
219 spawnfunc_func_breakable();
222 void assault_wall_think() {
223 if(self.enemy.health < 0) {
225 self.solid = SOLID_NOT;
227 self.model = self.mdl;
228 self.solid = SOLID_BSP;
231 self.nextthink = time + 0.2;
234 void spawnfunc_func_assault_wall() {
240 self.classname = "func_assault_wall";
241 self.mdl = self.model;
242 setmodel(self, self.mdl);
243 self.solid = SOLID_BSP;
244 self.think = assault_wall_think;
245 self.nextthink = time;
246 InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
250 void target_assault_roundend_reset() {
251 //print("round end reset\n");
252 self.cnt = self.cnt + 1; // up round counter
253 self.winning = 0; // up round
256 void target_assault_roundend_use() {
257 self.winning = 1; // round has been won by attackers
260 void spawnfunc_target_assault_roundend() {
266 self.winning = 0; // round not yet won by attackers
267 self.classname = "target_assault_roundend";
268 self.use = target_assault_roundend_use;
269 self.cnt = 0; // first round
270 self.reset = target_assault_roundend_reset;
273 void assault_roundstart_use() {
279 #ifdef TTURRETS_ENABLED
282 //(Re)spawn all turrets
284 ent = find(world, classname, "turret_main");
287 if(ent.team == COLOR_TEAM1)
288 ent.team = COLOR_TEAM2;
290 ent.team = COLOR_TEAM1;
294 // Dubbles as teamchange
295 turret_stdproc_respawn();
297 ent = find(ent, classname, "turret_main");
305 void spawnfunc_target_assault_roundstart() {
311 assault_attacker_team = COLOR_TEAM1;
312 self.classname = "target_assault_roundstart";
313 self.use = assault_roundstart_use;
314 self.reset2 = assault_roundstart_use;
315 InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
319 // reset objectives, toggle spawnpoints, reset triggers, ...
320 void assault_new_round() {
321 //bprint("ASSAULT: new round\n");
324 self.winning = self.winning + 1;
326 // swap attacker/defender roles
327 if(assault_attacker_team == COLOR_TEAM1) {
328 assault_attacker_team = COLOR_TEAM2;
330 assault_attacker_team = COLOR_TEAM1;
335 for(ent = world; (ent = nextent(ent)); )
337 if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
339 if(ent.team_saved == COLOR_TEAM1)
340 ent.team_saved = COLOR_TEAM2;
341 else if(ent.team_saved == COLOR_TEAM2)
342 ent.team_saved = COLOR_TEAM1;
346 // reset the level with a countdown
347 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
348 ReadyRestartForce(); // sets game_starttime