1 float autocvar_g_onslaught_spawn_at_controlpoints;
2 float autocvar_g_onslaught_spawn_at_generator;
3 float autocvar_g_onslaught_cp_proxydecap;
4 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
5 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
7 void onslaught_generator_updatesprite(entity e);
8 void onslaught_controlpoint_updatesprite(entity e);
9 void onslaught_link_checkupdate();
15 .float isgenneighbor_red;
16 .float isgenneighbor_blue;
17 .float iscpneighbor_red;
18 .float iscpneighbor_blue;
25 entity ons_red_generator;
26 entity ons_blue_generator;
28 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
30 self.velocity = self.velocity + vforce;
34 void ons_throwgib_think()
38 self.nextthink = time + 0.05;
40 d = self.giblifetime - time;
44 self.think = SUB_Remove;
52 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
55 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
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;
68 gib.effects = EF_LOWPRECISION;
69 gib.flags = FL_NOTARGET;
71 gib.giblifetime = time + f_lifetime;
75 gib.think = ons_throwgib_think;
76 gib.nextthink = time + 0.05;
79 SUB_SetFade(gib, gib.giblifetime, 2);
82 void onslaught_updatelinks()
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");
94 dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
96 dprint(etos(l), " (generator) is destroyed\n");
97 l.islinked = l.iscaptured;
98 l.isshielded = l.iscaptured;
101 // mark points as shielded and not networked
102 l = findchain(classname, "onslaught_controlpoint");
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");
114 // flow power outward from the generators through the network
118 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
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)
134 if (!l.goalentity.islinked)
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");
140 else if (!l.enemy.islinked)
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");
150 // now that we know which points are powered we can mark their neighbors
151 // as unshielded if team differs
155 if (l.goalentity.islinked)
157 if (l.goalentity.team != l.enemy.team)
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;
162 if(l.goalentity.classname == "onslaught_generator")
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;
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;
177 if (l.enemy.islinked)
179 if (l.goalentity.team != l.enemy.team)
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;
184 if(l.enemy.classname == "onslaught_generator")
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;
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;
201 // now update the takedamage and alpha variables on generator shields
202 l = findchain(classname, "onslaught_generator");
207 dprint(etos(l), " (generator) is shielded\n");
209 l.takedamage = DAMAGE_NO;
210 l.bot_attack = false;
214 dprint(etos(l), " (generator) is not shielded\n");
216 l.takedamage = DAMAGE_AIM;
221 // now update the takedamage and alpha variables on control point icons
222 l = findchain(classname, "onslaught_controlpoint");
227 dprint(etos(l), " (point) is shielded\n");
231 l.goalentity.takedamage = DAMAGE_NO;
232 l.goalentity.bot_attack = false;
237 dprint(etos(l), " (point) is not shielded\n");
241 l.goalentity.takedamage = DAMAGE_AIM;
242 l.goalentity.bot_attack = true;
245 onslaught_controlpoint_updatesprite(l);
248 // count generators owned by each team
249 t1 = t2 = t3 = t4 = 0;
250 l = findchain(classname, "onslaught_generator");
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;
260 onslaught_generator_updatesprite(l);
263 // see if multiple teams remain (if not, it's game over)
264 if (t1 + t2 + t3 + t4 < 2)
265 dprint("--- game over ---\n");
267 dprint("--- done updating links ---\n");
270 float onslaught_controlpoint_can_be_linked(entity cp, float t)
274 if(cp.isgenneighbor_red)
276 if(cp.iscpneighbor_red)
279 else if(t == NUM_TEAM_2)
281 if(cp.isgenneighbor_blue)
283 if(cp.iscpneighbor_blue)
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");
295 if (e.goalentity == cp)
297 dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
298 if (e.enemy.islinked)
300 dprint(" which is linked");
301 if (e.enemy.team == t)
303 dprint(" and has the correct team!\n");
307 dprint(" but has the wrong team\n");
312 else if (e.enemy == cp)
314 dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
315 if (e.goalentity.islinked)
317 dprint(" which is linked");
318 if (e.goalentity.team == t)
320 dprint(" and has a team!\n");
324 dprint(" but has the wrong team\n");
335 float onslaught_controlpoint_attackable(entity cp, float t)
336 // -2: SAME TEAM, attackable by enemy!
341 // 3: attack it (HIGH PRIO)
342 // 4: touch it (HIGH PRIO)
350 else if(cp.goalentity)
352 // if there's already an icon built, nothing happens
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!
360 // we know it can be linked, so no need to check
362 a = onslaught_controlpoint_can_be_linked(cp, t);
363 if(a == 2) // near our generator?
364 return 3; // EMERGENCY!
370 if(onslaught_controlpoint_can_be_linked(cp, t))
372 a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
374 return 4; // GET THIS ONE NOW!
376 return 2; // TOUCH ME
382 float overtime_msg_time;
383 void onslaught_generator_think()
387 self.nextthink = ceil(time + 1);
390 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
392 if (!overtime_msg_time)
394 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
395 overtime_msg_time = time;
397 // self.max_health / 300 gives 5 minutes of overtime.
398 // control points reduce the overtime duration.
399 sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTEN_NORM);
401 e = findchain(classname, "onslaught_controlpoint");
404 if (e.team != self.team)
410 if(autocvar_g_campaign && autocvar__campaign_testrun)
411 d = d * self.max_health;
413 d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
415 Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
417 else if (overtime_msg_time)
418 overtime_msg_time = 0;
420 if(!self.isshielded && self.wait < time)
422 self.wait = time + 5;
423 FOR_EACH_REALPLAYER(e)
425 if(SAME_TEAM(e, self))
427 Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED);
428 soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTEN_NONE); // FIXME: Uniqe sound?
435 void onslaught_generator_ring_spawn(vector org)
437 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);
440 void onslaught_generator_ray_think()
442 self.nextthink = time + 0.05;
445 self.think = SUB_Remove;
458 void onslaught_generator_ray_spawn(vector org)
462 setmodel(e, "models/onslaught/ons_ray.md3");
464 e.angles = randomvec() * 360;
466 e.scale = random() * 5 + 8;
467 e.think = onslaught_generator_ray_think;
468 e.nextthink = time + 0.05;
471 void onslaught_generator_shockwave_spawn(vector org)
473 shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
476 void onslaught_generator_damage_think()
478 if(self.owner.health < 0)
480 self.think = SUB_Remove;
483 self.nextthink = time+0.1;
485 // damaged fx (less probable the more damaged is the generator)
486 if(random() < 0.9 - self.owner.health / self.owner.max_health)
489 pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
490 sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);
493 pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
496 void onslaught_generator_damage_spawn(entity gd_owner)
501 e.health = self.owner.health;
502 setorigin(e, gd_owner.origin);
503 e.think = onslaught_generator_damage_think;
504 e.nextthink = time+1;
507 void onslaught_generator_deaththink()
516 if(self.count==40||self.count==20)
518 onslaught_generator_ring_spawn(self.origin);
519 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTEN_NORM);
527 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, true);
529 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, true);
531 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, true);
537 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
538 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
541 // Short explosion sound + small explosion
544 te_explosion(self.origin);
545 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
549 org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
550 pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
555 onslaught_generator_ray_spawn(self.origin);
563 onslaught_generator_shockwave_spawn(org);
564 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
565 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
568 self.nextthink = time + 0.05;
570 self.count = self.count - 1;
573 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
580 if (attacker != self)
584 // this is protected by a shield, so ignore the damage
585 if (time > self.pain_finished)
586 if (IS_PLAYER(attacker))
588 play2(attacker, "onslaught/damageblockedbyshield.wav");
589 self.pain_finished = time + 1;
593 if (time > self.pain_finished)
595 self.pain_finished = time + 10;
596 bprint(Team_ColoredFullName(self.team), " generator under attack!\n");
597 play2team(self.team, "onslaught/generator_underattack.wav");
600 self.health = self.health - damage;
601 WaypointSprite_UpdateHealth(self.sprite, self.health);
602 // choose an animation frame based on health
603 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
604 // see if the generator is still functional, or dying
607 #ifdef ONSLAUGHT_SPAM
609 lh = ceil(self.lasthealth / 100) * 100;
610 h = ceil(self.health / 100) * 100;
612 bprint(Team_ColoredFullName(self.team), " generator has less than ", ftos(h), " health remaining\n");
614 self.lasthealth = self.health;
616 else if (!warmup_stage)
618 if (attacker == self)
619 bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
623 t = Team_ColoredFullName(attacker.team);
624 bprint(Team_ColoredFullName(self.team), " generator destroyed by ", t, "!\n");
626 self.iscaptured = false;
627 self.islinked = false;
628 self.isshielded = false;
629 self.takedamage = DAMAGE_NO; // can't be hurt anymore
630 self.event_damage = func_null; // won't do anything if hurt
631 self.count = 0; // reset counter
632 self.think = onslaught_generator_deaththink; // explosion sequence
633 self.nextthink = time; // start exploding immediately
634 self.think(); // do the first explosion now
636 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
638 onslaught_updatelinks();
642 setmodel(self, "models/onslaught/generator_dead.md3");
643 else if(self.health < self.max_health * 0.10)
644 setmodel(self, "models/onslaught/generator_dmg9.md3");
645 else if(self.health < self.max_health * 0.20)
646 setmodel(self, "models/onslaught/generator_dmg8.md3");
647 else if(self.health < self.max_health * 0.30)
648 setmodel(self, "models/onslaught/generator_dmg7.md3");
649 else if(self.health < self.max_health * 0.40)
650 setmodel(self, "models/onslaught/generator_dmg6.md3");
651 else if(self.health < self.max_health * 0.50)
652 setmodel(self, "models/onslaught/generator_dmg5.md3");
653 else if(self.health < self.max_health * 0.60)
654 setmodel(self, "models/onslaught/generator_dmg4.md3");
655 else if(self.health < self.max_health * 0.70)
656 setmodel(self, "models/onslaught/generator_dmg3.md3");
657 else if(self.health < self.max_health * 0.80)
658 setmodel(self, "models/onslaught/generator_dmg2.md3");
659 else if(self.health < self.max_health * 0.90)
660 setmodel(self, "models/onslaught/generator_dmg1.md3");
661 setsize(self, '-52 -52 -14', '52 52 75');
663 // Throw some flaming gibs on damage, more damage = more chance for gib
664 if(random() < damage/220)
666 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
669 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, true);
671 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, true);
673 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, true);
677 // particles on every hit
678 pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
682 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
684 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
687 //throw some gibs on damage
688 if(random() < damage/200+0.2)
690 ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, false);
693 // update links after a delay
694 void onslaught_generator_delayed()
696 onslaught_updatelinks();
697 // now begin normal thinking
698 self.think = onslaught_generator_think;
699 self.nextthink = time;
702 string onslaught_generator_waypointsprite_for_team(entity e, float t)
706 if(e.team == NUM_TEAM_1)
707 return "ons-gen-red";
708 else if(e.team == NUM_TEAM_2)
709 return "ons-gen-blue";
712 return "ons-gen-shielded";
713 if(e.team == NUM_TEAM_1)
714 return "ons-gen-red";
715 else if(e.team == NUM_TEAM_2)
716 return "ons-gen-blue";
720 void onslaught_generator_updatesprite(entity e)
723 s1 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_1);
724 s2 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_2);
725 s3 = onslaught_generator_waypointsprite_for_team(e, -1);
726 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
728 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
730 e.lastteam = e.team + 2;
731 e.lastshielded = e.isshielded;
734 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
735 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
737 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
741 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
742 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
744 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
746 WaypointSprite_Ping(e.sprite);
750 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
755 a = onslaught_controlpoint_attackable(e, t);
756 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
758 if(e.team == NUM_TEAM_1)
759 return "ons-cp-atck-red";
760 else if(e.team == NUM_TEAM_2)
761 return "ons-cp-atck-blue";
763 return "ons-cp-atck-neut";
765 else if(a == -2) // DEFEND THIS ONE NOW
767 if(e.team == NUM_TEAM_1)
768 return "ons-cp-dfnd-red";
769 else if(e.team == NUM_TEAM_2)
770 return "ons-cp-dfnd-blue";
772 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
774 if(e.team == NUM_TEAM_1)
776 else if(e.team == NUM_TEAM_2)
777 return "ons-cp-blue";
779 else if(a == 2) // touch it
780 return "ons-cp-neut";
784 if(e.team == NUM_TEAM_1)
786 else if(e.team == NUM_TEAM_2)
787 return "ons-cp-blue";
789 return "ons-cp-neut";
794 void onslaught_controlpoint_updatesprite(entity e)
797 s1 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_1);
798 s2 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_2);
799 s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
800 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
803 sh = !(onslaught_controlpoint_can_be_linked(e, NUM_TEAM_1) || onslaught_controlpoint_can_be_linked(e, NUM_TEAM_2));
805 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
807 if(e.iscaptured) // don't mess up build bars!
811 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
815 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
816 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
821 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
822 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
824 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
828 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
829 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
831 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
833 WaypointSprite_Ping(e.sprite);
835 e.lastteam = e.team + 2;
837 e.lastcaptured = e.iscaptured;
841 void onslaught_generator_reset()
843 self.team = self.team_saved;
844 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
845 self.takedamage = DAMAGE_AIM;
846 self.bot_attack = true;
847 self.iscaptured = true;
848 self.islinked = true;
849 self.isshielded = true;
850 self.enemy.solid = SOLID_NOT;
851 self.think = onslaught_generator_delayed;
852 self.nextthink = time + 0.2;
853 setmodel(self, "models/onslaught/generator.md3");
854 setsize(self, '-52 -52 -14', '52 52 75');
858 setorigin(self, self.origin + '0 0 20');
862 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
863 WaypointSprite_UpdateHealth(self.sprite, self.health);
866 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
869 spawnfunc_onslaught_link entities can target this.
872 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
873 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
875 void spawnfunc_onslaught_generator()
884 precache_model("models/onslaught/generator.md3");
885 precache_model("models/onslaught/generator_shield.md3");
886 precache_model("models/onslaught/generator_dmg1.md3");
887 precache_model("models/onslaught/generator_dmg2.md3");
888 precache_model("models/onslaught/generator_dmg3.md3");
889 precache_model("models/onslaught/generator_dmg4.md3");
890 precache_model("models/onslaught/generator_dmg5.md3");
891 precache_model("models/onslaught/generator_dmg6.md3");
892 precache_model("models/onslaught/generator_dmg7.md3");
893 precache_model("models/onslaught/generator_dmg8.md3");
894 precache_model("models/onslaught/generator_dmg9.md3");
895 precache_model("models/onslaught/generator_dead.md3");
896 precache_model("models/onslaught/shockwave.md3");
897 precache_model("models/onslaught/shockwavetransring.md3");
898 precache_model("models/onslaught/gen_gib1.md3");
899 precache_model("models/onslaught/gen_gib2.md3");
900 precache_model("models/onslaught/gen_gib3.md3");
901 precache_model("models/onslaught/ons_ray.md3");
902 precache_sound("onslaught/generator_decay.wav");
903 precache_sound("weapons/grenade_impact.wav");
904 precache_sound("weapons/rocket_impact.wav");
905 precache_sound("onslaught/generator_underattack.wav");
906 precache_sound("onslaught/shockwave.wav");
907 precache_sound("onslaught/ons_hit1.wav");
908 precache_sound("onslaught/ons_hit2.wav");
909 precache_sound("onslaught/electricity_explode.wav");
911 objerror("team must be set");
913 if(self.team == NUM_TEAM_1)
914 ons_red_generator = self;
916 if(self.team == NUM_TEAM_2)
917 ons_blue_generator = self;
919 self.team_saved = self.team;
920 self.colormap = 1024 + (self.team - 1) * 17;
921 self.solid = SOLID_BBOX;
922 self.movetype = MOVETYPE_NONE;
923 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
924 setmodel(self, "models/onslaught/generator.md3");
925 setsize(self, '-52 -52 -14', '52 52 75');
926 setorigin(self, self.origin);
927 self.takedamage = DAMAGE_AIM;
928 self.bot_attack = true;
929 self.event_damage = onslaught_generator_damage;
930 self.iscaptured = true;
931 self.islinked = true;
932 self.isshielded = true;
933 // helper entity that create fx when generator is damaged
934 onslaught_generator_damage_spawn(self);
935 // spawn shield model which indicates whether this can be damaged
936 self.enemy = spawn();
937 setattachment(self.enemy , self, "");
938 self.enemy.classname = "onslaught_generator_shield";
939 self.enemy.solid = SOLID_NOT;
940 self.enemy.movetype = MOVETYPE_NONE;
941 self.enemy.effects = EF_ADDITIVE;
942 setmodel(self.enemy, "models/onslaught/generator_shield.md3");
943 //setorigin(e, self.origin);
944 self.enemy.colormap = self.colormap;
945 self.enemy.team = self.team;
946 //self.think = onslaught_generator_delayed;
947 //self.nextthink = time + 0.2;
948 InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
950 WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
951 WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
952 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
953 WaypointSprite_UpdateHealth(self.sprite, self.health);
955 waypoint_spawnforitem(self);
957 onslaught_updatelinks();
959 self.reset = onslaught_generator_reset;
964 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
966 float ons_notification_time_team1;
967 float ons_notification_time_team2;
969 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
976 if (self.owner.isshielded)
978 // this is protected by a shield, so ignore the damage
979 if (time > self.pain_finished)
980 if (IS_PLAYER(attacker))
982 play2(attacker, "onslaught/damageblockedbyshield.wav");
983 self.pain_finished = time + 1;
988 if (IS_PLAYER(attacker))
991 if(self.team == NUM_TEAM_1)
993 if(time - ons_notification_time_team1 > 10)
996 ons_notification_time_team1 = time;
999 else if(self.team == NUM_TEAM_2)
1001 if(time - ons_notification_time_team2 > 10)
1004 ons_notification_time_team2 = time;
1011 play2team(self.team, "onslaught/controlpoint_underattack.wav");
1014 self.health = self.health - damage;
1015 if(self.owner.iscaptured)
1016 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1018 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
1019 self.pain_finished = time + 1;
1020 self.punchangle = (2 * randomvec() - '1 1 1') * 45;
1021 self.cp_bob_dmg_z = (2 * random() - 1) * 15;
1022 // colormod flash when shot
1023 self.colormod = '2 2 2';
1024 // particles on every hit
1025 pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
1026 //sound on every hit
1028 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTEN_NORM);
1030 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTEN_NORM);
1032 if (self.health < 0)
1034 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
1035 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
1038 t = Team_ColoredFullName(attacker.team);
1039 bprint(Team_ColoredFullName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1040 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, false);
1041 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, false);
1042 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, false);
1043 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1044 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1045 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1046 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1048 self.owner.goalentity = world;
1049 self.owner.islinked = false;
1050 self.owner.iscaptured = false;
1051 self.owner.team = 0;
1052 self.owner.colormap = 1024;
1054 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1056 onslaught_updatelinks();
1058 // Use targets now (somebody make sure this is in the right place..)
1066 self.owner.waslinked = self.owner.islinked;
1067 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1068 setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1069 //setsize(self, '-32 -32 0', '32 32 8');
1075 void onslaught_controlpoint_icon_think()
1078 self.nextthink = time + sys_frametime;
1080 if(autocvar_g_onslaught_cp_proxydecap)
1082 float _enemy_count = 0;
1083 float _friendly_count = 0;
1087 FOR_EACH_PLAYER(_player)
1089 if(!_player.deadflag)
1091 _dist = vlen(_player.origin - self.origin);
1092 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
1094 if(_player.team == self.team)
1102 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1103 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1105 self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
1106 if(self.health <= 0)
1108 onslaught_controlpoint_icon_damage(self, self, 1, 0, self.origin, '0 0 0');
1113 if (time > self.pain_finished + 5)
1115 if(self.health < self.max_health)
1117 self.health = self.health + self.count;
1118 if (self.health >= self.max_health)
1119 self.health = self.max_health;
1120 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1123 if (self.health < self.max_health * 0.25)
1124 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1125 else if (self.health < self.max_health * 0.50)
1126 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1127 else if (self.health < self.max_health * 0.75)
1128 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1129 else if (self.health < self.max_health * 0.90)
1130 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1131 // colormod flash when shot
1132 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1134 if(self.owner.islinked != self.owner.waslinked)
1136 // unteam the spawnpoint if needed
1138 t = self.owner.team;
1139 if(!self.owner.islinked)
1140 self.owner.team = 0;
1148 self.owner.team = t;
1150 self.owner.waslinked = self.owner.islinked;
1153 if (self.punchangle.x > 0)
1155 self.punchangle_x = self.punchangle.x - 60 * sys_frametime;
1156 if (self.punchangle.x < 0)
1157 self.punchangle_x = 0;
1159 else if (self.punchangle.x < 0)
1161 self.punchangle_x = self.punchangle.x + 60 * sys_frametime;
1162 if (self.punchangle.x > 0)
1163 self.punchangle_x = 0;
1166 if (self.punchangle.y > 0)
1168 self.punchangle_y = self.punchangle.y - 60 * sys_frametime;
1169 if (self.punchangle.y < 0)
1170 self.punchangle_y = 0;
1172 else if (self.punchangle.y < 0)
1174 self.punchangle_y = self.punchangle.y + 60 * sys_frametime;
1175 if (self.punchangle.y > 0)
1176 self.punchangle_y = 0;
1179 if (self.punchangle.z > 0)
1181 self.punchangle_z = self.punchangle.z - 60 * sys_frametime;
1182 if (self.punchangle.z < 0)
1183 self.punchangle_z = 0;
1185 else if (self.punchangle.z < 0)
1187 self.punchangle_z = self.punchangle.z + 60 * sys_frametime;
1188 if (self.punchangle.z > 0)
1189 self.punchangle_z = 0;
1192 self.angles_x = self.punchangle.x;
1193 self.angles_y = self.punchangle.y + self.mangle.y;
1194 self.angles_z = self.punchangle.z;
1195 self.mangle_y = self.mangle.y + 45 * sys_frametime;
1197 self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1198 self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1199 if(self.cp_bob_dmg.z > 0)
1200 self.cp_bob_dmg_z = self.cp_bob_dmg.z - 3 * sys_frametime;
1202 self.cp_bob_dmg_z = 0;
1203 setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1206 if(random() < 0.6 - self.health / self.max_health)
1208 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1211 sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTEN_NORM);
1212 else if (random() > 0.5)
1213 sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTEN_NORM);
1217 void onslaught_controlpoint_icon_buildthink()
1222 self.nextthink = time + sys_frametime;
1224 // only do this if there is power
1225 a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1229 self.health = self.health + self.count;
1231 if (self.health >= self.max_health)
1233 self.health = self.max_health;
1234 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1235 self.think = onslaught_controlpoint_icon_think;
1236 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTEN_NORM);
1237 bprint(Team_ColoredFullName(self.team), " captured ", self.owner.message, " control point\n");
1238 self.owner.iscaptured = true;
1240 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1241 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1243 onslaught_updatelinks();
1245 // Use targets now (somebody make sure this is in the right place..)
1251 self.cp_origin = self.origin;
1252 self.cp_bob_origin = '0 0 0.1';
1253 self.cp_bob_spd = 0;
1255 self.alpha = self.health / self.max_health;
1256 // colormod flash when shot
1257 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1258 if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1259 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1260 //setsize(self, '-32 -32 0', '32 32 8');
1262 if(random() < 0.9 - self.health / self.max_health)
1263 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1269 void onslaught_controlpoint_touch()
1273 if (!IS_PLAYER(other))
1275 a = onslaught_controlpoint_attackable(self, other.team);
1276 if(a != 2 && a != 4)
1278 // we've verified that this player has a legitimate claim to this point,
1279 // so start building the captured point icon (which only captures this
1280 // point if it successfully builds without being destroyed first)
1281 self.goalentity = e = spawn();
1282 e.classname = "onslaught_controlpoint_icon";
1284 e.max_health = autocvar_g_onslaught_cp_health;
1285 e.health = autocvar_g_onslaught_cp_buildhealth;
1286 e.solid = SOLID_BBOX;
1287 e.movetype = MOVETYPE_NONE;
1288 setmodel(e, "models/onslaught/controlpoint_icon.md3");
1289 setsize(e, '-32 -32 -32', '32 32 32');
1290 setorigin(e, self.origin + '0 0 96');
1291 e.takedamage = DAMAGE_AIM;
1292 e.bot_attack = true;
1293 e.event_damage = onslaught_controlpoint_icon_damage;
1294 e.team = other.team;
1295 e.colormap = 1024 + (e.team - 1) * 17;
1296 e.think = onslaught_controlpoint_icon_buildthink;
1297 e.nextthink = time + sys_frametime;
1298 e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1299 sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTEN_NORM);
1301 self.colormap = e.colormap;
1302 WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1303 onslaught_updatelinks();
1306 void onslaught_controlpoint_think()
1308 self.nextthink = time;
1309 CSQCMODEL_AUTOUPDATE();
1312 void onslaught_controlpoint_reset()
1314 if(self.goalentity && self.goalentity != world)
1315 remove(self.goalentity);
1316 self.goalentity = world;
1318 self.colormap = 1024;
1319 self.iscaptured = false;
1320 self.islinked = false;
1321 self.isshielded = true;
1322 self.enemy.solid = SOLID_NOT;
1323 self.enemy.colormap = self.colormap;
1324 self.think = onslaught_controlpoint_think;
1325 self.enemy.think = func_null;
1326 self.nextthink = time; // don't like func_null :P
1327 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1328 //setsize(self, '-32 -32 0', '32 32 8');
1330 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1332 onslaught_updatelinks();
1335 SUB_UseTargets(); // to reset the structures, playerspawns etc.
1337 CSQCMODEL_AUTOUPDATE();
1340 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1341 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1343 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1346 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1347 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1348 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1351 void spawnfunc_onslaught_controlpoint()
1359 precache_model("models/onslaught/controlpoint_pad.md3");
1360 precache_model("models/onslaught/controlpoint_pad2.md3");
1361 precache_model("models/onslaught/controlpoint_shield.md3");
1362 precache_model("models/onslaught/controlpoint_icon.md3");
1363 precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1364 precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1365 precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1366 precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1367 precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1368 precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1369 precache_sound("onslaught/controlpoint_build.wav");
1370 precache_sound("onslaught/controlpoint_built.wav");
1371 precache_sound("weapons/grenade_impact.wav");
1372 precache_sound("onslaught/damageblockedbyshield.wav");
1373 precache_sound("onslaught/controlpoint_underattack.wav");
1374 precache_sound("onslaught/ons_spark1.wav");
1375 precache_sound("onslaught/ons_spark2.wav");
1377 self.solid = SOLID_BBOX;
1378 self.movetype = MOVETYPE_NONE;
1379 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1380 //setsize(self, '-32 -32 0', '32 32 8');
1383 setorigin(self, self.origin + '0 0 20');
1386 self.touch = onslaught_controlpoint_touch;
1388 self.colormap = 1024;
1389 self.iscaptured = false;
1390 self.islinked = false;
1391 self.isshielded = true;
1393 // spawn shield model which indicates whether this can be damaged
1394 self.enemy = spawn();
1395 self.enemy.classname = "onslaught_controlpoint_shield";
1396 self.enemy.solid = SOLID_NOT;
1397 self.enemy.movetype = MOVETYPE_NONE;
1398 self.enemy.effects = EF_ADDITIVE;
1399 setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
1401 setattachment(self.enemy , self, "");
1402 //setsize(e, '-32 -32 0', '32 32 128');
1404 //setorigin(e, self.origin);
1405 self.enemy.colormap = self.colormap;
1407 waypoint_spawnforitem(self);
1409 self.think = onslaught_controlpoint_think;
1410 self.nextthink = time;
1412 WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
1413 WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
1415 onslaught_updatelinks();
1417 self.reset = onslaught_controlpoint_reset;
1419 CSQCMODEL_AUTOINIT();
1422 float onslaught_link_send(entity to, float sendflags)
1424 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1425 WriteByte(MSG_ENTITY, sendflags);
1428 WriteCoord(MSG_ENTITY, self.goalentity.origin.x);
1429 WriteCoord(MSG_ENTITY, self.goalentity.origin.y);
1430 WriteCoord(MSG_ENTITY, self.goalentity.origin.z);
1434 WriteCoord(MSG_ENTITY, self.enemy.origin.x);
1435 WriteCoord(MSG_ENTITY, self.enemy.origin.y);
1436 WriteCoord(MSG_ENTITY, self.enemy.origin.z);
1440 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1445 void onslaught_link_checkupdate()
1447 // TODO check if the two sides have moved (currently they won't move anyway)
1448 float redpower, bluepower;
1450 redpower = bluepower = 0;
1451 if(self.goalentity.islinked)
1453 if(self.goalentity.team == NUM_TEAM_1)
1455 else if(self.goalentity.team == NUM_TEAM_2)
1458 if(self.enemy.islinked)
1460 if(self.enemy.team == NUM_TEAM_1)
1462 else if(self.enemy.team == NUM_TEAM_2)
1467 if(redpower == 1 && bluepower == 2)
1468 cc = (NUM_TEAM_1 - 1) * 0x01 + (NUM_TEAM_2 - 1) * 0x10;
1469 else if(redpower == 2 && bluepower == 1)
1470 cc = (NUM_TEAM_1 - 1) * 0x10 + (NUM_TEAM_2 - 1) * 0x01;
1472 cc = (NUM_TEAM_1 - 1) * 0x11;
1474 cc = (NUM_TEAM_2 - 1) * 0x11;
1478 //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1479 //print("cc=", ftos(cc), "\n");
1481 if(cc != self.clientcolors)
1483 self.clientcolors = cc;
1484 self.SendFlags |= 4;
1487 self.nextthink = time;
1490 void onslaught_link_delayed()
1492 self.goalentity = find(world, targetname, self.target);
1493 self.enemy = find(world, targetname, self.target2);
1494 if (!self.goalentity)
1495 objerror("can not find target\n");
1497 objerror("can not find target2\n");
1498 dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1499 self.SendFlags |= 3;
1500 self.think = onslaught_link_checkupdate;
1501 self.nextthink = time;
1504 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1505 Link between control points.
1507 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.
1510 "target" - first control point.
1511 "target2" - second control point.
1513 void spawnfunc_onslaught_link()
1520 if (self.target == "" || self.target2 == "")
1521 objerror("target and target2 must be set\n");
1522 InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1523 Net_LinkEntity(self, false, 0, onslaught_link_send);
1526 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
1528 ret_string = strcat(ret_string, ":ONS");
1532 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
1534 ret_string = strcat(ret_string, ", Onslaught");
1538 MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
1542 float _neer_home = (random() > 0.5 ? true : false);
1544 RandomSelection_Init();
1546 if(self.team == NUM_TEAM_1)
1547 RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);
1549 if(self.team == NUM_TEAM_2)
1550 RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);
1552 entity _cp = findchain(classname, "onslaught_controlpoint"):
1555 if(_cp.team == self.team)
1556 RandomSelection_Add(_cp, 0, string_null, 1, 1);
1561 if(RandomSelection_chosen_ent)
1563 self.tur_head = RandomSelection_chosen_ent;
1564 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
1566 else if(self.team == spawn_spot.team)
1567 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
1574 MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
1576 if(!autocvar_g_onslaught_spawn_at_controlpoints)
1579 if(random() < 0.5) // 50/50 chane to use default spawnsystem.
1582 float _close_to_home = ((random() > 0.5) ? true : false);
1583 entity _best = world, _trg_gen = world;
1584 float _score, _best_score = MAX_SHOT_DISTANCE;
1586 RandomSelection_Init();
1588 if(self.team == NUM_TEAM_1)
1591 _trg_gen = ons_blue_generator;
1593 _trg_gen = ons_red_generator;
1596 if(self.team == NUM_TEAM_2)
1599 _trg_gen = ons_blue_generator;
1601 _trg_gen = ons_red_generator;
1604 entity _cp = findchain(classname, "onslaught_controlpoint");
1607 if(_cp.team == self.team)
1609 _score = vlen(_trg_gen.origin - _cp.origin);
1610 if(_score < _best_score)
1613 _best_score = _score;
1623 for(i = 0; i < 10; ++i)
1625 _loc = _best.origin + '0 0 96';
1626 _loc += ('0 1 0' * random()) * 128;
1627 tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1628 if(trace_fraction == 1.0 && !trace_startsolid)
1630 setorigin(self, _loc);
1631 self.angles = normalize(_loc - _best.origin) * RAD2DEG;
1638 if(!autocvar_g_onslaught_spawn_at_generator)
1641 _trg_gen = ((self.team == NUM_TEAM_1) ? ons_red_generator : ons_blue_generator);
1643 for(i = 0; i < 10; ++i)
1645 _loc = _trg_gen.origin + '0 0 96';
1646 _loc += ('0 1 0' * random()) * 128;
1647 tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1648 if(trace_fraction == 1.0 && !trace_startsolid)
1650 setorigin(self, _loc);
1651 self.angles = normalize(_loc - _trg_gen.origin) * RAD2DEG;
1660 MUTATOR_HOOKFUNCTION(ons_MonsterThink)
1662 entity e = find(world, targetname, self.target);
1669 MUTATOR_HOOKFUNCTION(ons_MonsterSpawn)
1671 entity e, ee = world;
1675 e = find(world,target,self.targetname);
1692 MUTATOR_DEFINITION(gamemode_onslaught)
1694 MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
1695 MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
1696 MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
1697 MUTATOR_HOOK(MonsterMove, ons_MonsterThink, CBC_ORDER_ANY);
1698 MUTATOR_HOOK(MonsterSpawn, ons_MonsterSpawn, CBC_ORDER_ANY);
1699 //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
1703 if(time > 1) // game loads at time 1
1704 error("This is a game type and it cannot be added at runtime.");
1709 print("This is a game type and it cannot be removed at runtime.");