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More generator fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_onslaught.qc
1 float autocvar_g_onslaught_spawn_at_controlpoints;
2 float autocvar_g_onslaught_spawn_at_generator;
3 float autocvar_g_onslaught_cp_proxydecap;
4 var float autocvar_g_onslaught_cp_proxydecap_distance = 512;
5 var float autocvar_g_onslaught_cp_proxydecap_dps = 100;
6
7 void onslaught_generator_updatesprite(entity e);
8 void onslaught_controlpoint_updatesprite(entity e);
9 void onslaught_link_checkupdate();
10
11 .entity sprite;
12 .string target2;
13 .float iscaptured;
14 .float islinked;
15 .float isgenneighbor_red;
16 .float isgenneighbor_blue;
17 .float iscpneighbor_red;
18 .float iscpneighbor_blue;
19 .float isshielded;
20 .float lasthealth;
21 .float lastteam;
22 .float lastshielded;
23 .float lastcaptured;
24
25 entity ons_red_generator;
26 entity ons_blue_generator;
27
28 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
29 {
30         self.velocity = self.velocity + vforce;
31 }
32
33 .float giblifetime;
34 void ons_throwgib_think()
35 {
36         float d;
37
38         self.nextthink = time + 0.05;
39
40         d = self.giblifetime - time;
41
42         if(d<0)
43         {
44                 self.think = SUB_Remove;
45                 return;
46         }
47         if(d<1)
48                 self.alpha = d;
49
50         if(d>2)
51         if(random()<0.6)
52                 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
53 }
54
55 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
56 {
57         entity gib;
58
59         gib = spawn();
60
61         setmodel(gib, smodel);
62         setorigin(gib, v_from);
63         gib.solid = SOLID_BBOX;
64         gib.movetype = MOVETYPE_BOUNCE;
65         gib.takedamage = DAMAGE_YES;
66         gib.event_damage = ons_gib_damage;
67         gib.health = -1;
68         gib.effects = EF_LOWPRECISION;
69         gib.flags = FL_NOTARGET;
70         gib.velocity = v_to;
71         gib.giblifetime = time + f_lifetime;
72
73         if (b_burn)
74         {
75                 gib.think = ons_throwgib_think;
76                 gib.nextthink = time + 0.05;
77         }
78         else
79                 SUB_SetFade(gib, gib.giblifetime, 2);
80 }
81
82 void onslaught_updatelinks()
83 {
84         entity l, links;
85         float stop, t1, t2, t3, t4;
86         // first check if the game has ended
87         dprint("--- updatelinks ---\n");
88         links = findchain(classname, "onslaught_link");
89         // mark generators as being shielded and networked
90         l = findchain(classname, "onslaught_generator");
91         while (l)
92         {
93                 if (l.iscaptured)
94                         dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
95                 else
96                         dprint(etos(l), " (generator) is destroyed\n");
97                 l.islinked = l.iscaptured;
98                 l.isshielded = l.iscaptured;
99                 l = l.chain;
100         }
101         // mark points as shielded and not networked
102         l = findchain(classname, "onslaught_controlpoint");
103         while (l)
104         {
105                 l.islinked = FALSE;
106                 l.isshielded = TRUE;
107                 l.isgenneighbor_red = FALSE;
108                 l.isgenneighbor_blue = FALSE;
109                 l.iscpneighbor_red = FALSE;
110                 l.iscpneighbor_blue = FALSE;
111                 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
112                 l = l.chain;
113         }
114         // flow power outward from the generators through the network
115         l = links;
116         while (l)
117         {
118                 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
119                 l = l.chain;
120         }
121         stop = FALSE;
122         while (!stop)
123         {
124                 stop = TRUE;
125                 l = links;
126                 while (l)
127                 {
128                         // if both points are captured by the same team, and only one of
129                         // them is powered, mark the other one as powered as well
130                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
131                                 if (l.enemy.islinked != l.goalentity.islinked)
132                                         if (l.enemy.team == l.goalentity.team)
133                                         {
134                                                 if (!l.goalentity.islinked)
135                                                 {
136                                                         stop = FALSE;
137                                                         l.goalentity.islinked = TRUE;
138                                                         dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
139                                                 }
140                                                 else if (!l.enemy.islinked)
141                                                 {
142                                                         stop = FALSE;
143                                                         l.enemy.islinked = TRUE;
144                                                         dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
145                                                 }
146                                         }
147                         l = l.chain;
148                 }
149         }
150         // now that we know which points are powered we can mark their neighbors
151         // as unshielded if team differs
152         l = links;
153         while (l)
154         {
155                 if (l.goalentity.islinked)
156                 {
157                         if (l.goalentity.team != l.enemy.team)
158                         {
159                                 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
160                                 l.enemy.isshielded = FALSE;
161                         }
162                         if(l.goalentity.classname == "onslaught_generator")
163                         {
164                                 if(l.goalentity.team == NUM_TEAM_1)
165                                         l.enemy.isgenneighbor_red = TRUE;
166                                 else if(l.goalentity.team == NUM_TEAM_2)
167                                         l.enemy.isgenneighbor_blue = TRUE;
168                         }
169                         else
170                         {
171                                 if(l.goalentity.team == NUM_TEAM_1)
172                                         l.enemy.iscpneighbor_red = TRUE;
173                                 else if(l.goalentity.team == NUM_TEAM_2)
174                                         l.enemy.iscpneighbor_blue = TRUE;
175                         }
176                 }
177                 if (l.enemy.islinked)
178                 {
179                         if (l.goalentity.team != l.enemy.team)
180                         {
181                                 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
182                                 l.goalentity.isshielded = FALSE;
183                         }
184                         if(l.enemy.classname == "onslaught_generator")
185                         {
186                                 if(l.enemy.team == NUM_TEAM_1)
187                                         l.goalentity.isgenneighbor_red = TRUE;
188                                 else if(l.enemy.team == NUM_TEAM_2)
189                                         l.goalentity.isgenneighbor_blue = TRUE;
190                         }
191                         else
192                         {
193                                 if(l.enemy.team == NUM_TEAM_1)
194                                         l.goalentity.iscpneighbor_red = TRUE;
195                                 else if(l.enemy.team == NUM_TEAM_2)
196                                         l.goalentity.iscpneighbor_blue = TRUE;
197                         }
198                 }
199                 l = l.chain;
200         }
201         // now update the takedamage and alpha variables on generator shields
202         l = findchain(classname, "onslaught_generator");
203         while (l)
204         {
205                 if (l.isshielded)
206                 {
207                         dprint(etos(l), " (generator) is shielded\n");
208                         l.enemy.alpha = 1;
209                         l.takedamage = DAMAGE_NO;
210                         l.bot_attack = FALSE;
211                 }
212                 else
213                 {
214                         dprint(etos(l), " (generator) is not shielded\n");
215                         l.enemy.alpha = -1;
216                         l.takedamage = DAMAGE_AIM;
217                         l.bot_attack = TRUE;
218                 }
219                 l = l.chain;
220         }
221         // now update the takedamage and alpha variables on control point icons
222         l = findchain(classname, "onslaught_controlpoint");
223         while (l)
224         {
225                 if (l.isshielded)
226                 {
227                         dprint(etos(l), " (point) is shielded\n");
228                         l.enemy.alpha = 1;
229                         if (l.goalentity)
230                         {
231                                 l.goalentity.takedamage = DAMAGE_NO;
232                                 l.goalentity.bot_attack = FALSE;
233                         }
234                 }
235                 else
236                 {
237                         dprint(etos(l), " (point) is not shielded\n");
238                         l.enemy.alpha = -1;
239                         if (l.goalentity)
240                         {
241                                 l.goalentity.takedamage = DAMAGE_AIM;
242                                 l.goalentity.bot_attack = TRUE;
243                         }
244                 }
245                 onslaught_controlpoint_updatesprite(l);
246                 l = l.chain;
247         }
248         // count generators owned by each team
249         t1 = t2 = t3 = t4 = 0;
250         l = findchain(classname, "onslaught_generator");
251         while (l)
252         {
253                 if (l.iscaptured)
254                 {
255                         if (l.team == NUM_TEAM_1) t1 = 1;
256                         if (l.team == NUM_TEAM_2) t2 = 1;
257                         if (l.team == NUM_TEAM_3) t3 = 1;
258                         if (l.team == NUM_TEAM_4) t4 = 1;
259                 }
260                 onslaught_generator_updatesprite(l);
261                 l = l.chain;
262         }
263         // see if multiple teams remain (if not, it's game over)
264         if (t1 + t2 + t3 + t4 < 2)
265                 dprint("--- game over ---\n");
266         else
267                 dprint("--- done updating links ---\n");
268 }
269
270 float onslaught_controlpoint_can_be_linked(entity cp, float t)
271 {
272         if(t == NUM_TEAM_1)
273         {
274                 if(cp.isgenneighbor_red)
275                         return 2;
276                 if(cp.iscpneighbor_red)
277                         return 1;
278         }
279         else if(t == NUM_TEAM_2)
280         {
281                 if(cp.isgenneighbor_blue)
282                         return 2;
283                 if(cp.iscpneighbor_blue)
284                         return 1;
285         }
286         return 0;
287         /*
288            entity e;
289         // check to see if this player has a legitimate claim to capture this
290         // control point - more specifically that there is a captured path of
291         // points leading back to the team generator
292         e = findchain(classname, "onslaught_link");
293         while (e)
294         {
295         if (e.goalentity == cp)
296         {
297         dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
298         if (e.enemy.islinked)
299         {
300         dprint(" which is linked");
301         if (e.enemy.team == t)
302         {
303         dprint(" and has the correct team!\n");
304         return 1;
305         }
306         else
307         dprint(" but has the wrong team\n");
308         }
309         else
310         dprint("\n");
311         }
312         else if (e.enemy == cp)
313         {
314         dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
315         if (e.goalentity.islinked)
316         {
317         dprint(" which is linked");
318         if (e.goalentity.team == t)
319         {
320         dprint(" and has a team!\n");
321         return 1;
322         }
323         else
324         dprint(" but has the wrong team\n");
325         }
326         else
327         dprint("\n");
328         }
329         e = e.chain;
330         }
331         return 0;
332          */
333 }
334
335 float onslaught_controlpoint_attackable(entity cp, float t)
336         // -2: SAME TEAM, attackable by enemy!
337         // -1: SAME TEAM!
338         // 0: off limits
339         // 1: attack it
340         // 2: touch it
341         // 3: attack it (HIGH PRIO)
342         // 4: touch it (HIGH PRIO)
343 {
344         float a;
345
346         if(cp.isshielded)
347         {
348                 return 0;
349         }
350         else if(cp.goalentity)
351         {
352                 // if there's already an icon built, nothing happens
353                 if(cp.team == t)
354                 {
355                         a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
356                         if(a) // attackable by enemy?
357                                 return -2; // EMERGENCY!
358                         return -1;
359                 }
360                 // we know it can be linked, so no need to check
361                 // but...
362                 a = onslaught_controlpoint_can_be_linked(cp, t);
363                 if(a == 2) // near our generator?
364                         return 3; // EMERGENCY!
365                 return 1;
366         }
367         else
368         {
369                 // free point
370                 if(onslaught_controlpoint_can_be_linked(cp, t))
371                 {
372                         a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
373                         if(a == 2)
374                                 return 4; // GET THIS ONE NOW!
375                         else
376                                 return 2; // TOUCH ME
377                 }
378         }
379         return 0;
380 }
381
382 float overtime_msg_time;
383 void onslaught_generator_think()
384 {
385         float d;
386         entity e;
387         self.nextthink = ceil(time + 1);
388         if (!gameover)
389         {
390                 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
391                 {
392                         if (!overtime_msg_time)
393                         {
394                                 FOR_EACH_PLAYER(e)
395                                         centerprint(e, "^3Now playing ^1OVERTIME^3!\n^3Generators start now to decay.\n^3The more control points your team holds,\n^3the faster the enemy generator decays.");
396                                 overtime_msg_time = time;
397                         }
398                         // self.max_health / 300 gives 5 minutes of overtime.
399                         // control points reduce the overtime duration.
400                         sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
401                         d = 1;
402                         e = findchain(classname, "onslaught_controlpoint");
403                         while (e)
404                         {
405                                 if (e.team != self.team)
406                                         if (e.islinked)
407                                                 d = d + 1;
408                                 e = e.chain;
409                         }
410                         
411                         if(autocvar_g_campaign && autocvar__campaign_testrun)
412                                 d = d * self.max_health;
413                         else
414                                 d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
415                         
416                         Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
417                 }
418                 else if (overtime_msg_time)
419                         overtime_msg_time = 0;
420
421         if(!self.isshielded && self.wait < time)
422         {
423             self.wait = time + 5;
424             FOR_EACH_REALPLAYER(e)
425             {
426                 if(e.team == self.team)
427                 {
428                     centerprint(e, "^1Your generator is NOT shielded!\n^7Re-capture controlpoints to shield it!");
429                     soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTN_NONE);    // FIXME: Uniqe sound?
430                 }
431             }
432         }
433         }
434 }
435
436 void onslaught_generator_ring_spawn(vector org)
437 {
438         modeleffect_spawn("models/onslaught/shockwavetransring.md3", 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, -16, 0.1, 1.25, 0.25);
439 }
440
441 void onslaught_generator_ray_think()
442 {
443         self.nextthink = time + 0.05;
444         if(self.count > 10)
445         {
446                 self.think = SUB_Remove;
447                 return;
448         }
449
450         if(self.count > 5)
451                 self.alpha -= 0.1;
452         else
453                 self.alpha += 0.1;
454
455         self.scale += 0.2;
456         self.count +=1;
457 }
458
459 void onslaught_generator_ray_spawn(vector org)
460 {
461         entity e;
462         e = spawn();
463         setmodel(e, "models/onslaught/ons_ray.md3");
464         setorigin(e, org);
465         e.angles = randomvec() * 360;
466         e.alpha = 0;
467         e.scale = random() * 5 + 8;
468         e.think = onslaught_generator_ray_think;
469         e.nextthink = time + 0.05;
470 }
471
472 void onslaught_generator_shockwave_spawn(vector org)
473 {
474         shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
475 }
476
477 void onslaught_generator_damage_think()
478 {
479         if(self.owner.health < 0)
480         {
481                 self.think = SUB_Remove;
482                 return;
483         }
484         self.nextthink = time+0.1;
485
486         // damaged fx (less probable the more damaged is the generator)
487         if(random() < 0.9 - self.owner.health / self.owner.max_health)
488                 if(random() < 0.01)
489                 {
490                         pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
491                         sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
492                 }
493                 else
494                         pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
495 }
496
497 void onslaught_generator_damage_spawn(entity gd_owner)
498 {
499         entity e;
500         e = spawn();
501         e.owner = gd_owner;
502         e.health = self.owner.health;
503         setorigin(e, gd_owner.origin);
504         e.think = onslaught_generator_damage_think;
505         e.nextthink = time+1;
506 }
507
508 void onslaught_generator_deaththink()
509 {
510         vector org;
511         float i;
512
513         if not (self.count)
514                 self.count = 40;
515
516         // White shockwave
517         if(self.count==40||self.count==20)
518         {
519                 onslaught_generator_ring_spawn(self.origin);
520                 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
521         }
522
523         // Throw some gibs
524         if(random() < 0.3)
525         {
526                 i = random();
527                 if(i < 0.3)
528                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
529                 else if(i > 0.7)
530                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
531                 else
532                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
533         }
534
535         // Spawn fire balls
536         for(i=0;i < 10;++i)
537         {
538                 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
539                 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
540         }
541
542         // Short explosion sound + small explosion
543         if(random() < 0.25)
544         {
545                 te_explosion(self.origin);
546                 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
547         }
548
549         // Particles
550         org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
551         pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
552
553         // rays
554         if(random() > 0.25 )
555         {
556                 onslaught_generator_ray_spawn(self.origin);
557         }
558
559         // Final explosion
560         if(self.count==1)
561         {
562                 org = self.origin;
563                 te_explosion(org);
564                 onslaught_generator_shockwave_spawn(org);
565                 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
566                 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
567         }
568         else
569                 self.nextthink = time + 0.05;
570
571         self.count = self.count - 1;
572 }
573
574 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
575 {
576         float i;
577         if (damage <= 0)
578                 return;
579         if(inWarmupStage)
580                 return;
581         if (attacker != self)
582         {
583                 if (self.isshielded)
584                 {
585                         // this is protected by a shield, so ignore the damage
586                         if (time > self.pain_finished)
587                                 if (attacker.classname == "player")
588                                 {
589                                         play2(attacker, "onslaught/damageblockedbyshield.wav");
590                                         self.pain_finished = time + 1;
591                                 }
592                         return;
593                 }
594                 if (time > self.pain_finished)
595                 {
596                         self.pain_finished = time + 10;
597                         bprint(Team_ColoredFullName(self.team), " generator under attack!\n");
598                         play2team(self.team, "onslaught/generator_underattack.wav");
599                 }
600         }
601         self.health = self.health - damage;
602         WaypointSprite_UpdateHealth(self.sprite, self.health);
603         // choose an animation frame based on health
604         self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
605         // see if the generator is still functional, or dying
606         if (self.health > 0)
607         {
608 #ifdef ONSLAUGHT_SPAM
609                 float h, lh;
610                 lh = ceil(self.lasthealth / 100) * 100;
611                 h = ceil(self.health / 100) * 100;
612                 if(lh != h)
613                         bprint(Team_ColoredFullName(self.team), " generator has less than ", ftos(h), " health remaining\n");
614 #endif
615                 self.lasthealth = self.health;
616         }
617         else if not(inWarmupStage)
618         {
619                 if (attacker == self)
620                         bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
621                 else
622                 {
623                         string t;
624                         t = Team_ColoredFullName(attacker.team);
625                         bprint(Team_ColoredFullName(self.team), " generator destroyed by ", t, "!\n");
626                 }
627                 self.iscaptured = FALSE;
628                 self.islinked = FALSE;
629                 self.isshielded = FALSE;
630                 self.takedamage = DAMAGE_NO; // can't be hurt anymore
631                 self.event_damage = func_null; // won't do anything if hurt
632                 self.count = 0; // reset counter
633                 self.think = onslaught_generator_deaththink; // explosion sequence
634                 self.nextthink = time; // start exploding immediately
635                 self.think(); // do the first explosion now
636
637                 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
638
639                 onslaught_updatelinks();
640         }
641
642         if(self.health <= 0)
643                 setmodel(self, "models/onslaught/generator_dead.md3");
644         else if(self.health < self.max_health * 0.10)
645                 setmodel(self, "models/onslaught/generator_dmg9.md3");
646         else if(self.health < self.max_health * 0.20)
647                 setmodel(self, "models/onslaught/generator_dmg8.md3");
648         else if(self.health < self.max_health * 0.30)
649                 setmodel(self, "models/onslaught/generator_dmg7.md3");
650         else if(self.health < self.max_health * 0.40)
651                 setmodel(self, "models/onslaught/generator_dmg6.md3");
652         else if(self.health < self.max_health * 0.50)
653                 setmodel(self, "models/onslaught/generator_dmg5.md3");
654         else if(self.health < self.max_health * 0.60)
655                 setmodel(self, "models/onslaught/generator_dmg4.md3");
656         else if(self.health < self.max_health * 0.70)
657                 setmodel(self, "models/onslaught/generator_dmg3.md3");
658         else if(self.health < self.max_health * 0.80)
659                 setmodel(self, "models/onslaught/generator_dmg2.md3");
660         else if(self.health < self.max_health * 0.90)
661                 setmodel(self, "models/onslaught/generator_dmg1.md3");
662         setsize(self, GENERATOR_MIN, GENERATOR_MAX);
663
664         // Throw some flaming gibs on damage, more damage = more chance for gib
665         if(random() < damage/220)
666         {
667                 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
668                 i = random();
669                 if(i < 0.3)
670                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
671                 else if(i > 0.7)
672                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
673                 else
674                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
675         }
676         else
677         {
678                 // particles on every hit
679                 pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
680
681                 //sound on every hit
682                 if (random() < 0.5)
683                         sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
684                 else
685                         sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
686         }
687
688         //throw some gibs on damage
689         if(random() < damage/200+0.2)
690                 if(random() < 0.5)
691                         ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
692                         
693         self.SendFlags |= GSF_STATUS;
694 }
695
696 // update links after a delay
697 void onslaught_generator_delayed()
698 {
699         onslaught_updatelinks();
700         // now begin normal thinking
701         generator_link(onslaught_generator_think);
702         
703         self.SendFlags = GSF_SETUP;
704 }
705
706 string onslaught_generator_waypointsprite_for_team(entity e, float t)
707 {
708         if(t == e.team)
709         {
710                 if(e.team == NUM_TEAM_1)
711                         return "ons-gen-red";
712                 else if(e.team == NUM_TEAM_2)
713                         return "ons-gen-blue";
714         }
715         if(e.isshielded)
716                 return "ons-gen-shielded";
717         if(e.team == NUM_TEAM_1)
718                 return "ons-gen-red";
719         else if(e.team == NUM_TEAM_2)
720                 return "ons-gen-blue";
721         return "";
722 }
723
724 void onslaught_generator_updatesprite(entity e)
725 {
726         string s1, s2, s3;
727         s1 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_1);
728         s2 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_2);
729         s3 = onslaught_generator_waypointsprite_for_team(e, -1);
730         WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
731
732         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
733         {
734                 e.lastteam = e.team + 2;
735                 e.lastshielded = e.isshielded;
736                 if(e.lastshielded)
737                 {
738                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
739                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
740                         else
741                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
742                 }
743                 else
744                 {
745                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
746                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
747                         else
748                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
749                 }
750                 WaypointSprite_Ping(e.sprite);
751         }
752 }
753
754 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
755 {
756         float a;
757         if(t != -1)
758         {
759                 a = onslaught_controlpoint_attackable(e, t);
760                 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
761                 {
762                         if(e.team == NUM_TEAM_1)
763                                 return "ons-cp-atck-red";
764                         else if(e.team == NUM_TEAM_2)
765                                 return "ons-cp-atck-blue";
766                         else
767                                 return "ons-cp-atck-neut";
768                 }
769                 else if(a == -2) // DEFEND THIS ONE NOW
770                 {
771                         if(e.team == NUM_TEAM_1)
772                                 return "ons-cp-dfnd-red";
773                         else if(e.team == NUM_TEAM_2)
774                                 return "ons-cp-dfnd-blue";
775                 }
776                 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
777                 {
778                         if(e.team == NUM_TEAM_1)
779                                 return "ons-cp-red";
780                         else if(e.team == NUM_TEAM_2)
781                                 return "ons-cp-blue";
782                 }
783                 else if(a == 2) // touch it
784                         return "ons-cp-neut";
785         }
786         else
787         {
788                 if(e.team == NUM_TEAM_1)
789                         return "ons-cp-red";
790                 else if(e.team == NUM_TEAM_2)
791                         return "ons-cp-blue";
792                 else
793                         return "ons-cp-neut";
794         }
795         return "";
796 }
797
798 void onslaught_controlpoint_updatesprite(entity e)
799 {
800         string s1, s2, s3;
801         s1 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_1);
802         s2 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_2);
803         s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
804         WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
805
806         float sh;
807         sh = !(onslaught_controlpoint_can_be_linked(e, NUM_TEAM_1) || onslaught_controlpoint_can_be_linked(e, NUM_TEAM_2));
808
809         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
810         {
811                 if(e.iscaptured) // don't mess up build bars!
812                 {
813                         if(sh)
814                         {
815                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
816                         }
817                         else
818                         {
819                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
820                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
821                         }
822                 }
823                 if(e.lastshielded)
824                 {
825                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
826                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
827                         else
828                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
829                 }
830                 else
831                 {
832                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
833                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
834                         else
835                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
836                 }
837                 WaypointSprite_Ping(e.sprite);
838
839                 e.lastteam = e.team + 2;
840                 e.lastshielded = sh;
841                 e.lastcaptured = e.iscaptured;
842         }
843 }
844
845 void onslaught_generator_reset()
846 {
847         self.team = self.team_saved;
848         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
849         self.takedamage = DAMAGE_AIM;
850         self.bot_attack = TRUE;
851         self.iscaptured = TRUE;
852         self.islinked = TRUE;
853         self.isshielded = TRUE;
854         self.enemy.solid = SOLID_NOT;
855         self.think = onslaught_generator_delayed;
856         self.nextthink = time + 0.2;
857         setmodel(self, "models/onslaught/generator.md3");
858         setsize(self, '-52 -52 -14', '52 52 75');
859
860         if(!self.noalign)
861         {
862                 setorigin(self, self.origin + '0 0 20');
863                 droptofloor();
864         }
865
866         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
867         WaypointSprite_UpdateHealth(self.sprite, self.health);
868 }
869
870 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
871   Base generator.
872
873   spawnfunc_onslaught_link entities can target this.
874
875 keys:
876 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
877 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
878  */
879 void spawnfunc_onslaught_generator()
880 {
881         if (!g_onslaught)
882         {
883                 remove(self);
884                 return;
885         }
886
887         //entity e;
888         precache_model("models/onslaught/generator.md3");
889         precache_model("models/onslaught/generator_shield.md3");
890         precache_model("models/onslaught/generator_dmg1.md3");
891         precache_model("models/onslaught/generator_dmg2.md3");
892         precache_model("models/onslaught/generator_dmg3.md3");
893         precache_model("models/onslaught/generator_dmg4.md3");
894         precache_model("models/onslaught/generator_dmg5.md3");
895         precache_model("models/onslaught/generator_dmg6.md3");
896         precache_model("models/onslaught/generator_dmg7.md3");
897         precache_model("models/onslaught/generator_dmg8.md3");
898         precache_model("models/onslaught/generator_dmg9.md3");
899         precache_model("models/onslaught/generator_dead.md3");
900         precache_model("models/onslaught/shockwave.md3");
901         precache_model("models/onslaught/shockwavetransring.md3");
902         precache_model("models/onslaught/gen_gib1.md3");
903         precache_model("models/onslaught/gen_gib2.md3");
904         precache_model("models/onslaught/gen_gib3.md3");
905         precache_model("models/onslaught/ons_ray.md3");
906         precache_sound("onslaught/generator_decay.wav");
907         precache_sound("weapons/grenade_impact.wav");
908         precache_sound("weapons/rocket_impact.wav");
909         precache_sound("onslaught/generator_underattack.wav");
910         precache_sound("onslaught/shockwave.wav");
911         precache_sound("onslaught/ons_hit1.wav");
912         precache_sound("onslaught/ons_hit2.wav");
913         precache_sound("onslaught/electricity_explode.wav");
914         if (!self.team)
915                 objerror("team must be set");
916         
917         if(self.team == NUM_TEAM_1)
918         ons_red_generator = self;
919
920         if(self.team == NUM_TEAM_2)
921         ons_blue_generator = self;
922         
923         self.team_saved = self.team;
924         self.colormap = 1024 + (self.team - 1) * 17;
925         self.solid = SOLID_BBOX;
926         self.movetype = MOVETYPE_NONE;
927         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
928         setmodel(self, "models/onslaught/generator.md3");
929         setsize(self, GENERATOR_MIN, GENERATOR_MAX);
930         setorigin(self, self.origin);
931         self.takedamage = DAMAGE_AIM;
932         self.bot_attack = TRUE;
933         self.event_damage = onslaught_generator_damage;
934         self.iscaptured = TRUE;
935         self.islinked = TRUE;
936         self.isshielded = TRUE;
937         // helper entity that create fx when generator is damaged
938         onslaught_generator_damage_spawn(self);
939         // spawn shield model which indicates whether this can be damaged
940         self.enemy = spawn();
941         setattachment(self.enemy , self, "");
942         self.enemy.classname = "onslaught_generator_shield";
943         self.enemy.solid = SOLID_NOT;
944         self.enemy.movetype = MOVETYPE_NONE;
945         self.enemy.effects = EF_ADDITIVE;
946         setmodel(self.enemy, "models/onslaught/generator_shield.md3");
947         //setorigin(e, self.origin);
948         self.enemy.colormap = self.colormap;
949         self.enemy.team = self.team;
950         //self.think = onslaught_generator_delayed;
951         //self.nextthink = time + 0.2;
952         InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
953
954         WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
955         WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
956         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
957         WaypointSprite_UpdateHealth(self.sprite, self.health);
958
959         waypoint_spawnforitem(self);
960
961         onslaught_updatelinks();
962         
963         self.reset = onslaught_generator_reset;
964 }
965
966 .float waslinked;
967 .float cp_bob_spd;
968 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
969
970 float ons_notification_time_team1;
971 float ons_notification_time_team2;
972
973 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
974 {
975         entity oself;
976         float nag;
977
978         if (damage <= 0)
979                 return;
980         if (self.owner.isshielded)
981         {
982                 // this is protected by a shield, so ignore the damage
983                 if (time > self.pain_finished)
984                         if (attacker.classname == "player")
985                         {
986                                 play2(attacker, "onslaught/damageblockedbyshield.wav");
987                                 self.pain_finished = time + 1;
988                         }
989                 return;
990         }
991
992         if (attacker.classname == "player")
993         {
994                 nag = FALSE;
995                 if(self.team == NUM_TEAM_1)
996                 {
997                         if(time - ons_notification_time_team1 > 10)
998                         {
999                                 nag = TRUE;
1000                                 ons_notification_time_team1 = time;
1001                         }
1002                 }
1003                 else if(self.team == NUM_TEAM_2)
1004                 {
1005                         if(time - ons_notification_time_team2 > 10)
1006                         {
1007                                 nag = TRUE;
1008                                 ons_notification_time_team2 = time;
1009                         }
1010                 }
1011                 else
1012                         nag = TRUE;
1013
1014                 if(nag)
1015                         play2team(self.team, "onslaught/controlpoint_underattack.wav");
1016         }
1017
1018         self.health = self.health - damage;
1019         if(self.owner.iscaptured)
1020                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1021         else
1022                 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
1023         self.pain_finished = time + 1;
1024         self.punchangle = (2 * randomvec() - '1 1 1') * 45;
1025         self.cp_bob_dmg_z = (2 * random() - 1) * 15;
1026         // colormod flash when shot
1027         self.colormod = '2 2 2';
1028         // particles on every hit
1029         pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
1030         //sound on every hit
1031         if (random() < 0.5)
1032                 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
1033         else
1034                 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
1035
1036         if (self.health < 0)
1037         {
1038                 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
1039                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
1040                 {
1041                         string t;
1042                         t = Team_ColoredFullName(attacker.team);
1043                         bprint(Team_ColoredFullName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1044                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
1045                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1046                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1047                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1048                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1049                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1050                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1051                 }
1052                 self.owner.goalentity = world;
1053                 self.owner.islinked = FALSE;
1054                 self.owner.iscaptured = FALSE;
1055                 self.owner.team = 0;
1056                 self.owner.colormap = 1024;
1057
1058                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1059
1060                 onslaught_updatelinks();
1061
1062                 // Use targets now (somebody make sure this is in the right place..)
1063                 oself = self;
1064                 self = self.owner;
1065                 activator = self;
1066                 SUB_UseTargets ();
1067                 self = oself;
1068
1069
1070                 self.owner.waslinked = self.owner.islinked;
1071                 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1072                         setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1073                 //setsize(self, '-32 -32 0', '32 32 8');
1074
1075                 remove(self);
1076         }
1077 }
1078
1079 void onslaught_controlpoint_icon_think()
1080 {
1081         entity oself;
1082         self.nextthink = time + sys_frametime;
1083
1084         if(autocvar_g_onslaught_cp_proxydecap)
1085         {
1086         float _enemy_count = 0;
1087         float _friendly_count = 0;
1088         float _dist;
1089         entity _player;
1090         
1091         FOR_EACH_PLAYER(_player)
1092         {
1093             if(!_player.deadflag)
1094             {
1095                 _dist = vlen(_player.origin - self.origin);
1096                 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
1097                 {
1098                     if(_player.team == self.team)
1099                         ++_friendly_count;
1100                     else
1101                         ++_enemy_count;
1102                 }
1103             }
1104         }
1105
1106         _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1107         _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1108
1109         self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
1110         if(self.health <= 0)
1111         {
1112             onslaught_controlpoint_icon_damage(self, self, 1, 0, self.origin, '0 0 0');
1113             return;
1114         }
1115     }
1116
1117         if (time > self.pain_finished + 5)
1118         {
1119                 if(self.health < self.max_health)
1120                 {
1121                         self.health = self.health + self.count;
1122                         if (self.health >= self.max_health)
1123                                 self.health = self.max_health;
1124                         WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1125                 }
1126         }
1127         if (self.health < self.max_health * 0.25)
1128                 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1129         else if (self.health < self.max_health * 0.50)
1130                 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1131         else if (self.health < self.max_health * 0.75)
1132                 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1133         else if (self.health < self.max_health * 0.90)
1134                 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1135         // colormod flash when shot
1136         self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1137
1138         if(self.owner.islinked != self.owner.waslinked)
1139         {
1140                 // unteam the spawnpoint if needed
1141                 float t;
1142                 t = self.owner.team;
1143                 if(!self.owner.islinked)
1144                         self.owner.team = 0;
1145
1146                 oself = self;
1147                 self = self.owner;
1148                 activator = self;
1149                 SUB_UseTargets ();
1150                 self = oself;
1151
1152                 self.owner.team = t;
1153
1154                 self.owner.waslinked = self.owner.islinked;
1155         }
1156
1157         if (self.punchangle_x > 0)
1158         {
1159                 self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
1160                 if (self.punchangle_x < 0)
1161                         self.punchangle_x = 0;
1162         }
1163         else if (self.punchangle_x < 0)
1164         {
1165                 self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
1166                 if (self.punchangle_x > 0)
1167                         self.punchangle_x = 0;
1168         }
1169
1170         if (self.punchangle_y > 0)
1171         {
1172                 self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
1173                 if (self.punchangle_y < 0)
1174                         self.punchangle_y = 0;
1175         }
1176         else if (self.punchangle_y < 0)
1177         {
1178                 self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
1179                 if (self.punchangle_y > 0)
1180                         self.punchangle_y = 0;
1181         }
1182
1183         if (self.punchangle_z > 0)
1184         {
1185                 self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
1186                 if (self.punchangle_z < 0)
1187                         self.punchangle_z = 0;
1188         }
1189         else if (self.punchangle_z < 0)
1190         {
1191                 self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
1192                 if (self.punchangle_z > 0)
1193                         self.punchangle_z = 0;
1194         }
1195
1196         self.angles_x = self.punchangle_x;
1197         self.angles_y = self.punchangle_y + self.mangle_y;
1198         self.angles_z = self.punchangle_z;
1199         self.mangle_y = self.mangle_y + 45 * sys_frametime;
1200
1201         self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1202         self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1203         if(self.cp_bob_dmg_z > 0)
1204                 self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
1205         else
1206                 self.cp_bob_dmg_z = 0;
1207         setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1208
1209         // damaged fx
1210         if(random() < 0.6 - self.health / self.max_health)
1211         {
1212                 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1213
1214                 if(random() > 0.8)
1215                         sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
1216                 else if (random() > 0.5)
1217                         sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
1218         }
1219 }
1220
1221 void onslaught_controlpoint_icon_buildthink()
1222 {
1223         entity oself;
1224         float a;
1225
1226         self.nextthink = time + sys_frametime;
1227
1228         // only do this if there is power
1229         a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1230         if(!a)
1231                 return;
1232     
1233         self.health = self.health + self.count;
1234
1235         if (self.health >= self.max_health)
1236         {
1237                 self.health = self.max_health;
1238                 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1239                 self.think = onslaught_controlpoint_icon_think;
1240                 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
1241                 bprint(Team_ColoredFullName(self.team), " captured ", self.owner.message, " control point\n");
1242                 self.owner.iscaptured = TRUE;
1243
1244                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1245                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1246
1247                 onslaught_updatelinks();
1248
1249                 // Use targets now (somebody make sure this is in the right place..)
1250                 oself = self;
1251                 self = self.owner;
1252                 activator = self;
1253                 SUB_UseTargets ();
1254                 self = oself;
1255                 self.cp_origin = self.origin;
1256                 self.cp_bob_origin = '0 0 0.1';
1257                 self.cp_bob_spd = 0;
1258         }
1259         self.alpha = self.health / self.max_health;
1260         // colormod flash when shot
1261         self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1262         if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1263                 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1264         //setsize(self, '-32 -32 0', '32 32 8');
1265
1266         if(random() < 0.9 - self.health / self.max_health)
1267                 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1268 }
1269
1270
1271
1272
1273 void onslaught_controlpoint_touch()
1274 {
1275         entity e;
1276         float a;
1277         if (other.classname != "player")
1278                 return;
1279         a = onslaught_controlpoint_attackable(self, other.team);
1280         if(a != 2 && a != 4)
1281                 return;
1282         // we've verified that this player has a legitimate claim to this point,
1283         // so start building the captured point icon (which only captures this
1284         // point if it successfully builds without being destroyed first)
1285         self.goalentity = e = spawn();
1286         e.classname = "onslaught_controlpoint_icon";
1287         e.owner = self;
1288         e.max_health = autocvar_g_onslaught_cp_health;
1289         e.health = autocvar_g_onslaught_cp_buildhealth;
1290         e.solid = SOLID_BBOX;
1291         e.movetype = MOVETYPE_NONE;
1292         setmodel(e, "models/onslaught/controlpoint_icon.md3");
1293         setsize(e, '-32 -32 -32', '32 32 32');
1294         setorigin(e, self.origin + '0 0 96');
1295         e.takedamage = DAMAGE_AIM;
1296         e.bot_attack = TRUE;
1297         e.event_damage = onslaught_controlpoint_icon_damage;
1298         e.team = other.team;
1299         e.colormap = 1024 + (e.team - 1) * 17;
1300         e.think = onslaught_controlpoint_icon_buildthink;
1301         e.nextthink = time + sys_frametime;
1302         e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1303         sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
1304         self.team = e.team;
1305         self.colormap = e.colormap;
1306         WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1307         onslaught_updatelinks();
1308 }
1309
1310 void onslaught_controlpoint_reset()
1311 {
1312         if(self.goalentity && self.goalentity != world)
1313                 remove(self.goalentity);
1314         self.goalentity = world;
1315         self.team = 0;
1316         self.colormap = 1024;
1317         self.iscaptured = FALSE;
1318         self.islinked = FALSE;
1319         self.isshielded = TRUE;
1320         self.enemy.solid = SOLID_NOT;
1321         self.enemy.colormap = self.colormap;
1322         self.think = self.enemy.think = func_null;
1323         self.nextthink = 0; // don't like func_null :P
1324         setmodel(self, "models/onslaught/controlpoint_pad.md3");
1325         //setsize(self, '-32 -32 0', '32 32 8');
1326
1327         WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1328
1329         onslaught_updatelinks();
1330
1331         activator = self;
1332         SUB_UseTargets(); // to reset the structures, playerspawns etc.
1333 }
1334
1335 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1336   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1337
1338   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1339
1340 keys:
1341 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1342 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1343 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1344  */
1345
1346 void spawnfunc_onslaught_controlpoint()
1347 {
1348         //entity e;
1349         if (!g_onslaught)
1350         {
1351                 remove(self);
1352                 return;
1353         }
1354         precache_model("models/onslaught/controlpoint_pad.md3");
1355         precache_model("models/onslaught/controlpoint_pad2.md3");
1356         precache_model("models/onslaught/controlpoint_shield.md3");
1357         precache_model("models/onslaught/controlpoint_icon.md3");
1358         precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1359         precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1360         precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1361         precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1362         precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1363         precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1364         precache_sound("onslaught/controlpoint_build.wav");
1365         precache_sound("onslaught/controlpoint_built.wav");
1366         precache_sound("weapons/grenade_impact.wav");
1367         precache_sound("onslaught/damageblockedbyshield.wav");
1368         precache_sound("onslaught/controlpoint_underattack.wav");
1369         precache_sound("onslaught/ons_spark1.wav");
1370         precache_sound("onslaught/ons_spark2.wav");
1371
1372         self.solid = SOLID_BBOX;
1373         self.movetype = MOVETYPE_NONE;
1374         setmodel(self, "models/onslaught/controlpoint_pad.md3");
1375         //setsize(self, '-32 -32 0', '32 32 8');
1376         if(!self.noalign)
1377         {
1378                 setorigin(self, self.origin + '0 0 20');
1379                 droptofloor();
1380         }
1381         self.touch = onslaught_controlpoint_touch;
1382         self.team = 0;
1383         self.colormap = 1024;
1384         self.iscaptured = FALSE;
1385         self.islinked = FALSE;
1386         self.isshielded = TRUE;
1387
1388         // spawn shield model which indicates whether this can be damaged
1389         self.enemy = spawn();
1390         self.enemy.classname = "onslaught_controlpoint_shield";
1391         self.enemy.solid = SOLID_NOT;
1392         self.enemy.movetype = MOVETYPE_NONE;
1393         self.enemy.effects = EF_ADDITIVE;
1394         setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
1395
1396         setattachment(self.enemy , self, "");
1397         //setsize(e, '-32 -32 0', '32 32 128');
1398
1399         //setorigin(e, self.origin);
1400         self.enemy.colormap = self.colormap;
1401
1402         waypoint_spawnforitem(self);
1403
1404         WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
1405         WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
1406
1407         onslaught_updatelinks();
1408
1409         self.reset = onslaught_controlpoint_reset;
1410 }
1411
1412 float onslaught_link_send(entity to, float sendflags)
1413 {
1414         WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1415         WriteByte(MSG_ENTITY, sendflags);
1416         if(sendflags & 1)
1417         {
1418                 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
1419                 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
1420                 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
1421         }
1422         if(sendflags & 2)
1423         {
1424                 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1425                 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1426                 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1427         }
1428         if(sendflags & 4)
1429         {
1430                 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1431         }
1432         return TRUE;
1433 }
1434
1435 void onslaught_link_checkupdate()
1436 {
1437         // TODO check if the two sides have moved (currently they won't move anyway)
1438         float redpower, bluepower;
1439
1440         redpower = bluepower = 0;
1441         if(self.goalentity.islinked)
1442         {
1443                 if(self.goalentity.team == NUM_TEAM_1)
1444                         redpower = 1;
1445                 else if(self.goalentity.team == NUM_TEAM_2)
1446                         bluepower = 1;
1447         }
1448         if(self.enemy.islinked)
1449         {
1450                 if(self.enemy.team == NUM_TEAM_1)
1451                         redpower = 2;
1452                 else if(self.enemy.team == NUM_TEAM_2)
1453                         bluepower = 2;
1454         }
1455
1456         float cc;
1457         if(redpower == 1 && bluepower == 2)
1458                 cc = (NUM_TEAM_1 - 1) * 0x01 + (NUM_TEAM_2 - 1) * 0x10;
1459         else if(redpower == 2 && bluepower == 1)
1460                 cc = (NUM_TEAM_1 - 1) * 0x10 + (NUM_TEAM_2 - 1) * 0x01;
1461         else if(redpower)
1462                 cc = (NUM_TEAM_1 - 1) * 0x11;
1463         else if(bluepower)
1464                 cc = (NUM_TEAM_2 - 1) * 0x11;
1465         else
1466                 cc = 0;
1467
1468         //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1469         //print("cc=", ftos(cc), "\n");
1470
1471         if(cc != self.clientcolors)
1472         {
1473                 self.clientcolors = cc;
1474                 self.SendFlags |= 4;
1475         }
1476
1477         self.nextthink = time;
1478 }
1479
1480 void onslaught_link_delayed()
1481 {
1482         self.goalentity = find(world, targetname, self.target);
1483         self.enemy = find(world, targetname, self.target2);
1484         if (!self.goalentity)
1485                 objerror("can not find target\n");
1486         if (!self.enemy)
1487                 objerror("can not find target2\n");
1488         dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1489         self.SendFlags |= 3;
1490         self.think = onslaught_link_checkupdate;
1491         self.nextthink = time;
1492 }
1493
1494 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1495   Link between control points.
1496
1497   This entity targets two different spawnfunc_onslaught_controlpoint or spawnfunc_onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
1498
1499 keys:
1500 "target" - first control point.
1501 "target2" - second control point.
1502  */
1503 void spawnfunc_onslaught_link()
1504 {
1505         if (!g_onslaught)
1506         {
1507                 remove(self);
1508                 return;
1509         }
1510         if (self.target == "" || self.target2 == "")
1511                 objerror("target and target2 must be set\n");
1512         InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1513         Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
1514 }
1515
1516 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
1517 {
1518         ret_string = strcat(ret_string, ":ONS");
1519         return 0;
1520 }
1521
1522 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
1523 {
1524         ret_string = strcat(ret_string, ", Onslaught");
1525         return 0;
1526 }
1527
1528 MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
1529 {
1530     
1531     /*
1532     float _neer_home = (random() > 0.5 ? TRUE : FALSE);
1533     
1534         RandomSelection_Init();
1535         
1536         if(self.team == NUM_TEAM_1)
1537         RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);
1538         
1539         if(self.team == NUM_TEAM_2)
1540         RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);
1541         
1542         entity _cp = findchain(classname, "onslaught_controlpoint"):
1543         while _cp;
1544         {
1545             if(_cp.team == self.team)            
1546             RandomSelection_Add(_cp, 0, string_null, 1, 1);
1547                 
1548                 _cp = _cp.chain;
1549         }
1550
1551         if(RandomSelection_chosen_ent)
1552         {
1553                 self.tur_head = RandomSelection_chosen_ent;
1554                 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
1555         }
1556         else if(self.team == spawn_spot.team)
1557                 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
1558     
1559     */
1560     
1561         return 0;
1562 }
1563
1564 MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
1565 {
1566     if(!autocvar_g_onslaught_spawn_at_controlpoints)
1567         return 0;
1568         
1569     if(random() < 0.5)  // 50/50 chane to use default spawnsystem.
1570         return 0;
1571     
1572     float _close_to_home = ((random() > 0.5) ? TRUE : FALSE);
1573     entity _best = world, _trg_gen = world;
1574     float _score, _best_score = MAX_SHOT_DISTANCE;
1575     
1576         RandomSelection_Init();
1577     
1578         if(self.team == NUM_TEAM_1)
1579         {
1580             if(!_close_to_home)
1581             _trg_gen = ons_blue_generator;
1582         else    
1583             _trg_gen  = ons_red_generator;        
1584         }
1585         
1586         if(self.team == NUM_TEAM_2)
1587         {
1588             if(_close_to_home)
1589             _trg_gen = ons_blue_generator;
1590         else    
1591             _trg_gen  = ons_red_generator;        
1592         }
1593         
1594         entity _cp = findchain(classname, "onslaught_controlpoint");
1595         while(_cp)
1596         {
1597             if(_cp.team == self.team)            
1598         {            
1599             _score = vlen(_trg_gen.origin - _cp.origin);
1600             if(_score < _best_score)
1601             {
1602                 _best = _cp;
1603                 _best_score = _score;            
1604             }
1605         }               
1606                 _cp = _cp.chain;
1607         }
1608         
1609     vector _loc;        
1610     float i;    
1611     if(_best)
1612     {
1613         for(i = 0; i < 10; ++i)
1614         {
1615             _loc = _best.origin + '0 0 96';
1616             _loc += ('0 1 0' * random()) * 128; 
1617             tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1618             if(trace_fraction == 1.0 && !trace_startsolid)
1619             {
1620                 setorigin(self, _loc);
1621                 self.angles = normalize(_loc - _best.origin) * RAD2DEG;
1622                 return 0;
1623             }
1624         }
1625     }
1626     else
1627     {
1628         if(!autocvar_g_onslaught_spawn_at_generator)
1629             return 0;
1630         
1631         _trg_gen = ((self.team == NUM_TEAM_1) ? ons_red_generator : ons_blue_generator);
1632         
1633         for(i = 0; i < 10; ++i)
1634         {
1635             _loc = _trg_gen.origin + '0 0 96';
1636             _loc += ('0 1 0' * random()) * 128; 
1637             tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1638             if(trace_fraction == 1.0 && !trace_startsolid)
1639             {
1640                 setorigin(self, _loc);
1641                 self.angles = normalize(_loc - _trg_gen.origin) * RAD2DEG;
1642                 return 0;
1643             }
1644         }
1645     }
1646     
1647     return 0;
1648 }
1649
1650 MUTATOR_DEFINITION(gamemode_onslaught)
1651 {
1652         MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
1653         MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
1654         MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
1655         //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
1656
1657         MUTATOR_ONADD
1658         {
1659                 if(time > 1) // game loads at time 1
1660                         error("This is a game type and it cannot be added at runtime.");
1661         }
1662
1663         MUTATOR_ONREMOVE
1664         {
1665                 print("This is a game type and it cannot be removed at runtime.");
1666                 return -1;
1667         }
1668
1669         return 0;
1670 }