1 float autocvar_g_onslaught_spawn_at_controlpoints = FALSE;
\r
2 float autocvar_g_onslaught_spawn_at_generator = FALSE;
\r
4 void onslaught_generator_updatesprite(entity e);
5 void onslaught_controlpoint_updatesprite(entity e);
6 void onslaught_link_checkupdate();
12 .float isgenneighbor_red;
13 .float isgenneighbor_blue;
14 .float iscpneighbor_red;
15 .float iscpneighbor_blue;
22 .string model1, model2, model3;
24 entity ons_red_generator;
\r
25 entity ons_blue_generator;
\r
27 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
29 self.velocity = self.velocity + vforce;
33 void ons_throwgib_think()
37 self.nextthink = time + 0.05;
39 d = self.giblifetime - time;
43 self.think = SUB_Remove;
51 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
54 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
60 setmodel(gib, smodel);
61 setorigin(gib, v_from);
62 gib.solid = SOLID_BBOX;
63 gib.movetype = MOVETYPE_BOUNCE;
64 gib.takedamage = DAMAGE_YES;
65 gib.event_damage = ons_gib_damage;
67 gib.effects = EF_LOWPRECISION;
68 gib.flags = FL_NOTARGET;
70 gib.giblifetime = time + f_lifetime;
74 gib.think = ons_throwgib_think;
75 gib.nextthink = time + 0.05;
78 SUB_SetFade(gib, gib.giblifetime, 2);
81 void onslaught_updatelinks()
84 float stop, t1, t2, t3, t4;
85 // first check if the game has ended
86 dprint("--- updatelinks ---\n");
87 links = findchain(classname, "onslaught_link");
88 // mark generators as being shielded and networked
89 l = findchain(classname, "onslaught_generator");
93 dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
95 dprint(etos(l), " (generator) is destroyed\n");
96 l.islinked = l.iscaptured;
97 l.isshielded = l.iscaptured;
100 // mark points as shielded and not networked
101 l = findchain(classname, "onslaught_controlpoint");
106 l.isgenneighbor_red = FALSE;
107 l.isgenneighbor_blue = FALSE;
108 l.iscpneighbor_red = FALSE;
109 l.iscpneighbor_blue = FALSE;
110 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
113 // flow power outward from the generators through the network
117 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
127 // if both points are captured by the same team, and only one of
128 // them is powered, mark the other one as powered as well
129 if (l.enemy.iscaptured && l.goalentity.iscaptured)
130 if (l.enemy.islinked != l.goalentity.islinked)
131 if (l.enemy.team == l.goalentity.team)
133 if (!l.goalentity.islinked)
136 l.goalentity.islinked = TRUE;
137 dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
139 else if (!l.enemy.islinked)
142 l.enemy.islinked = TRUE;
143 dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
149 // now that we know which points are powered we can mark their neighbors
150 // as unshielded if team differs
154 if (l.goalentity.islinked)
156 if (l.goalentity.team != l.enemy.team)
158 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
159 l.enemy.isshielded = FALSE;
161 if(l.goalentity.classname == "onslaught_generator")
163 if(l.goalentity.team == COLOR_TEAM1)
164 l.enemy.isgenneighbor_red = TRUE;
165 else if(l.goalentity.team == COLOR_TEAM2)
166 l.enemy.isgenneighbor_blue = TRUE;
170 if(l.goalentity.team == COLOR_TEAM1)
171 l.enemy.iscpneighbor_red = TRUE;
172 else if(l.goalentity.team == COLOR_TEAM2)
173 l.enemy.iscpneighbor_blue = TRUE;
176 if (l.enemy.islinked)
178 if (l.goalentity.team != l.enemy.team)
180 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
181 l.goalentity.isshielded = FALSE;
183 if(l.enemy.classname == "onslaught_generator")
185 if(l.enemy.team == COLOR_TEAM1)
186 l.goalentity.isgenneighbor_red = TRUE;
187 else if(l.enemy.team == COLOR_TEAM2)
188 l.goalentity.isgenneighbor_blue = TRUE;
192 if(l.enemy.team == COLOR_TEAM1)
193 l.goalentity.iscpneighbor_red = TRUE;
194 else if(l.enemy.team == COLOR_TEAM2)
195 l.goalentity.iscpneighbor_blue = TRUE;
200 // now update the takedamage and alpha variables on generator shields
201 l = findchain(classname, "onslaught_generator");
206 dprint(etos(l), " (generator) is shielded\n");
208 l.takedamage = DAMAGE_NO;
209 l.bot_attack = FALSE;
213 dprint(etos(l), " (generator) is not shielded\n");
215 l.takedamage = DAMAGE_AIM;
220 // now update the takedamage and alpha variables on control point icons
221 l = findchain(classname, "onslaught_controlpoint");
226 dprint(etos(l), " (point) is shielded\n");
230 l.goalentity.takedamage = DAMAGE_NO;
231 l.goalentity.bot_attack = FALSE;
236 dprint(etos(l), " (point) is not shielded\n");
240 l.goalentity.takedamage = DAMAGE_AIM;
241 l.goalentity.bot_attack = TRUE;
244 onslaught_controlpoint_updatesprite(l);
247 // count generators owned by each team
248 t1 = t2 = t3 = t4 = 0;
249 l = findchain(classname, "onslaught_generator");
254 if (l.team == COLOR_TEAM1) t1 = 1;
255 if (l.team == COLOR_TEAM2) t2 = 1;
256 if (l.team == COLOR_TEAM3) t3 = 1;
257 if (l.team == COLOR_TEAM4) t4 = 1;
259 onslaught_generator_updatesprite(l);
262 // see if multiple teams remain (if not, it's game over)
263 if (t1 + t2 + t3 + t4 < 2)
264 dprint("--- game over ---\n");
266 dprint("--- done updating links ---\n");
269 float onslaught_controlpoint_can_be_linked(entity cp, float t)
273 if(cp.isgenneighbor_red)
275 if(cp.iscpneighbor_red)
278 else if(t == COLOR_TEAM2)
280 if(cp.isgenneighbor_blue)
282 if(cp.iscpneighbor_blue)
288 // check to see if this player has a legitimate claim to capture this
289 // control point - more specifically that there is a captured path of
290 // points leading back to the team generator
291 e = findchain(classname, "onslaught_link");
294 if (e.goalentity == cp)
296 dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
297 if (e.enemy.islinked)
299 dprint(" which is linked");
300 if (e.enemy.team == t)
302 dprint(" and has the correct team!\n");
306 dprint(" but has the wrong team\n");
311 else if (e.enemy == cp)
313 dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
314 if (e.goalentity.islinked)
316 dprint(" which is linked");
317 if (e.goalentity.team == t)
319 dprint(" and has a team!\n");
323 dprint(" but has the wrong team\n");
334 float onslaught_controlpoint_attackable(entity cp, float t)
335 // -2: SAME TEAM, attackable by enemy!
340 // 3: attack it (HIGH PRIO)
341 // 4: touch it (HIGH PRIO)
349 else if(cp.goalentity)
351 // if there's already an icon built, nothing happens
354 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
355 if(a) // attackable by enemy?
356 return -2; // EMERGENCY!
359 // we know it can be linked, so no need to check
361 a = onslaught_controlpoint_can_be_linked(cp, t);
362 if(a == 2) // near our generator?
363 return 3; // EMERGENCY!
369 if(onslaught_controlpoint_can_be_linked(cp, t))
371 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
373 return 4; // GET THIS ONE NOW!
375 return 2; // TOUCH ME
381 float overtime_msg_time;
382 void onslaught_generator_think()
386 self.nextthink = ceil(time + 1);
389 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
391 if (!overtime_msg_time)
394 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.");
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, ATTN_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;
\r
420 if(!self.isshielded && self.wait < time)
\r
422 self.wait = time + 5;
\r
425 if(e.team == self.team)
\r
427 centerprint(e, "^1Your generator is NOT shielded!\n^7Re-capture controlpoints to shield it!");
\r
428 soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTN_NONE); // FIXME: Uniqe sound?
\r
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, ATTN_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, ATTN_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, ATTN_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, ATTN_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 (attacker.classname == "player")
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(ColoredTeamName(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(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
614 self.lasthealth = self.health;
616 else if not(inWarmupStage)
618 if (attacker == self)
619 bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
623 t = ColoredTeamName(attacker.team);
624 bprint(ColoredTeamName(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 = SUB_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, ATTN_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, ATTN_NORM);
684 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_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 == COLOR_TEAM1)
707 return "ons-gen-red";
708 else if(e.team == COLOR_TEAM2)
709 return "ons-gen-blue";
712 return "ons-gen-shielded";
713 if(e.team == COLOR_TEAM1)
714 return "ons-gen-red";
715 else if(e.team == COLOR_TEAM2)
716 return "ons-gen-blue";
720 void onslaught_generator_updatesprite(entity e)
723 s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
724 s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
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 == COLOR_TEAM1 || e.team == COLOR_TEAM2)
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 == COLOR_TEAM1 || e.team == COLOR_TEAM2)
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 == COLOR_TEAM1)
759 return "ons-cp-atck-red";
760 else if(e.team == COLOR_TEAM2)
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 == COLOR_TEAM1)
768 return "ons-cp-dfnd-red";
769 else if(e.team == COLOR_TEAM2)
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 == COLOR_TEAM1)
776 else if(e.team == COLOR_TEAM2)
777 return "ons-cp-blue";
779 else if(a == 2) // touch it
780 return "ons-cp-neut";
784 if(e.team == COLOR_TEAM1)
786 else if(e.team == COLOR_TEAM2)
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, COLOR_TEAM1);
798 s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
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, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
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 == COLOR_TEAM1 || e.team == COLOR_TEAM2)
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 == COLOR_TEAM1 || e.team == COLOR_TEAM2)
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');
859 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
860 WaypointSprite_UpdateHealth(self.sprite, self.health);
863 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
866 spawnfunc_onslaught_link entities can target this.
869 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
870 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
872 void spawnfunc_onslaught_generator()
881 precache_model("models/onslaught/generator.md3");
882 precache_model("models/onslaught/generator_shield.md3");
883 precache_model("models/onslaught/generator_dmg1.md3");
884 precache_model("models/onslaught/generator_dmg2.md3");
885 precache_model("models/onslaught/generator_dmg3.md3");
886 precache_model("models/onslaught/generator_dmg4.md3");
887 precache_model("models/onslaught/generator_dmg5.md3");
888 precache_model("models/onslaught/generator_dmg6.md3");
889 precache_model("models/onslaught/generator_dmg7.md3");
890 precache_model("models/onslaught/generator_dmg8.md3");
891 precache_model("models/onslaught/generator_dmg9.md3");
892 precache_model("models/onslaught/generator_dead.md3");
893 precache_model("models/onslaught/shockwave.md3");
894 precache_model("models/onslaught/shockwavetransring.md3");
895 precache_model("models/onslaught/gen_gib1.md3");
896 precache_model("models/onslaught/gen_gib2.md3");
897 precache_model("models/onslaught/gen_gib3.md3");
898 precache_model("models/onslaught/ons_ray.md3");
899 precache_sound("onslaught/generator_decay.wav");
900 precache_sound("weapons/grenade_impact.wav");
901 precache_sound("weapons/rocket_impact.wav");
902 precache_sound("onslaught/generator_underattack.wav");
903 precache_sound("onslaught/shockwave.wav");
904 precache_sound("onslaught/ons_hit1.wav");
905 precache_sound("onslaught/ons_hit2.wav");
906 precache_sound("onslaught/electricity_explode.wav");
908 objerror("team must be set");
910 if(self.team == COLOR_TEAM1)
\r
911 ons_red_generator = self;
\r
913 if(self.team == COLOR_TEAM2)
\r
914 ons_blue_generator = self;
\r
916 self.team_saved = self.team;
917 self.colormap = 1024 + (self.team - 1) * 17;
918 self.solid = SOLID_BBOX;
919 self.movetype = MOVETYPE_NONE;
920 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
921 setmodel(self, "models/onslaught/generator.md3");
922 setsize(self, '-52 -52 -14', '52 52 75');
923 setorigin(self, self.origin);
924 self.takedamage = DAMAGE_AIM;
925 self.bot_attack = TRUE;
926 self.event_damage = onslaught_generator_damage;
927 self.iscaptured = TRUE;
928 self.islinked = TRUE;
929 self.isshielded = TRUE;
930 // helper entity that create fx when generator is damaged
931 onslaught_generator_damage_spawn(self);
932 // spawn shield model which indicates whether this can be damaged
933 self.enemy = spawn();
934 setattachment(self.enemy , self, "");
\r
935 self.enemy.classname = "onslaught_generator_shield";
936 self.enemy.solid = SOLID_NOT;
937 self.enemy.movetype = MOVETYPE_NONE;
938 self.enemy.effects = EF_ADDITIVE;
939 setmodel(self.enemy, "models/onslaught/generator_shield.md3");
940 //setorigin(e, self.origin);
941 self.enemy.colormap = self.colormap;
942 self.enemy.team = self.team;
943 //self.think = onslaught_generator_delayed;
944 //self.nextthink = time + 0.2;
945 InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
947 WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
948 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
949 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
950 WaypointSprite_UpdateHealth(self.sprite, self.health);
952 waypoint_spawnforitem(self);
954 onslaught_updatelinks();
956 self.reset = onslaught_generator_reset;
961 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
963 float ons_notification_time_team1;
964 float ons_notification_time_team2;
966 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
973 if (self.owner.isshielded)
975 // this is protected by a shield, so ignore the damage
976 if (time > self.pain_finished)
977 if (attacker.classname == "player")
979 play2(attacker, "onslaught/damageblockedbyshield.wav");
980 self.pain_finished = time + 1;
985 if (attacker.classname == "player")
988 if(self.team == COLOR_TEAM1)
990 if(time - ons_notification_time_team1 > 10)
993 ons_notification_time_team1 = time;
996 else if(self.team == COLOR_TEAM2)
998 if(time - ons_notification_time_team2 > 10)
1001 ons_notification_time_team2 = time;
1008 play2team(self.team, "onslaught/controlpoint_underattack.wav");
1011 self.health = self.health - damage;
1012 if(self.owner.iscaptured)
1013 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1015 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
1016 self.pain_finished = time + 1;
1017 self.punchangle = (2 * randomvec() - '1 1 1') * 45;
1018 self.cp_bob_dmg_z = (2 * random() - 1) * 15;
1019 // colormod flash when shot
1020 self.colormod = '2 2 2';
1021 // particles on every hit
1022 pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
1023 //sound on every hit
1025 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
1027 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
1029 if (self.health < 0)
1031 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
1032 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
1035 t = ColoredTeamName(attacker.team);
1036 bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1037 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
1038 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1039 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1040 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1041 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1042 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1043 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1045 self.owner.goalentity = world;
1046 self.owner.islinked = FALSE;
1047 self.owner.iscaptured = FALSE;
1048 self.owner.team = 0;
1049 self.owner.colormap = 1024;
1051 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1053 onslaught_updatelinks();
1055 // Use targets now (somebody make sure this is in the right place..)
1063 self.owner.waslinked = self.owner.islinked;
1064 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1065 setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1066 //setsize(self, '-32 -32 0', '32 32 8');
1072 void onslaught_controlpoint_icon_think()
1075 self.nextthink = time + sys_frametime;
1076 if (time > self.pain_finished + 5)
1078 if(self.health < self.max_health)
1080 self.health = self.health + self.count;
1081 if (self.health >= self.max_health)
1082 self.health = self.max_health;
1083 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1086 if (self.health < self.max_health * 0.25)
1087 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1088 else if (self.health < self.max_health * 0.50)
1089 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1090 else if (self.health < self.max_health * 0.75)
1091 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1092 else if (self.health < self.max_health * 0.90)
1093 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1094 // colormod flash when shot
1095 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1097 if(self.owner.islinked != self.owner.waslinked)
1099 // unteam the spawnpoint if needed
1101 t = self.owner.team;
1102 if(!self.owner.islinked)
1103 self.owner.team = 0;
1111 self.owner.team = t;
1113 self.owner.waslinked = self.owner.islinked;
1116 if (self.punchangle_x > 0)
1118 self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
1119 if (self.punchangle_x < 0)
1120 self.punchangle_x = 0;
1122 else if (self.punchangle_x < 0)
1124 self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
1125 if (self.punchangle_x > 0)
1126 self.punchangle_x = 0;
1129 if (self.punchangle_y > 0)
1131 self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
1132 if (self.punchangle_y < 0)
1133 self.punchangle_y = 0;
1135 else if (self.punchangle_y < 0)
1137 self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
1138 if (self.punchangle_y > 0)
1139 self.punchangle_y = 0;
1142 if (self.punchangle_z > 0)
1144 self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
1145 if (self.punchangle_z < 0)
1146 self.punchangle_z = 0;
1148 else if (self.punchangle_z < 0)
1150 self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
1151 if (self.punchangle_z > 0)
1152 self.punchangle_z = 0;
1155 self.angles_x = self.punchangle_x;
1156 self.angles_y = self.punchangle_y + self.mangle_y;
1157 self.angles_z = self.punchangle_z;
1158 self.mangle_y = self.mangle_y + 45 * sys_frametime;
1160 self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1161 self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1162 if(self.cp_bob_dmg_z > 0)
1163 self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
1165 self.cp_bob_dmg_z = 0;
1166 setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1169 if(random() < 0.6 - self.health / self.max_health)
1171 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1174 sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
1175 else if (random() > 0.5)
1176 sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
1180 void onslaught_controlpoint_icon_buildthink()
1185 self.nextthink = time + sys_frametime;
1187 // only do this if there is power
1188 a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1192 self.health = self.health + self.count;
1194 if (self.health >= self.max_health)
1196 self.health = self.max_health;
1197 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1198 self.think = onslaught_controlpoint_icon_think;
1199 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
1200 bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
1201 self.owner.iscaptured = TRUE;
1203 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1204 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1206 onslaught_updatelinks();
1208 // Use targets now (somebody make sure this is in the right place..)
1214 self.cp_origin = self.origin;
1215 self.cp_bob_origin = '0 0 0.1';
1216 self.cp_bob_spd = 0;
1218 self.alpha = self.health / self.max_health;
1219 // colormod flash when shot
1220 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1221 if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1222 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1223 //setsize(self, '-32 -32 0', '32 32 8');
1225 if(random() < 0.9 - self.health / self.max_health)
1226 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1232 void onslaught_controlpoint_touch()
1236 if (other.classname != "player")
1238 a = onslaught_controlpoint_attackable(self, other.team);
1239 if(a != 2 && a != 4)
1241 // we've verified that this player has a legitimate claim to this point,
1242 // so start building the captured point icon (which only captures this
1243 // point if it successfully builds without being destroyed first)
1244 self.goalentity = e = spawn();
1245 e.classname = "onslaught_controlpoint_icon";
1247 e.max_health = autocvar_g_onslaught_cp_health;
1248 e.health = autocvar_g_onslaught_cp_buildhealth;
1249 e.solid = SOLID_BBOX;
1250 e.movetype = MOVETYPE_NONE;
1251 setmodel(e, "models/onslaught/controlpoint_icon.md3");
1252 setsize(e, '-32 -32 -32', '32 32 32');
1253 setorigin(e, self.origin + '0 0 96');
1254 e.takedamage = DAMAGE_AIM;
1255 e.bot_attack = TRUE;
1256 e.event_damage = onslaught_controlpoint_icon_damage;
1257 e.team = other.team;
1258 e.colormap = 1024 + (e.team - 1) * 17;
1259 e.think = onslaught_controlpoint_icon_buildthink;
1260 e.nextthink = time + sys_frametime;
1261 e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1262 sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
1264 self.colormap = e.colormap;
1265 WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1266 onslaught_updatelinks();
1269 void onslaught_controlpoint_reset()
1271 if(self.goalentity && self.goalentity != world)
1272 remove(self.goalentity);
1273 self.goalentity = world;
1275 self.colormap = 1024;
1276 self.iscaptured = FALSE;
1277 self.islinked = FALSE;
1278 self.isshielded = TRUE;
1279 self.enemy.solid = SOLID_NOT;
1280 self.enemy.colormap = self.colormap;
1281 self.think = self.enemy.think = SUB_Null;
1282 self.nextthink = 0; // don't like SUB_Null :P
1283 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1284 //setsize(self, '-32 -32 0', '32 32 8');
1286 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1288 onslaught_updatelinks();
1291 SUB_UseTargets(); // to reset the structures, playerspawns etc.
1294 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1295 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1297 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1300 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1301 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1302 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1304 void spawnfunc_onslaught_controlpoint()
1312 precache_model("models/onslaught/controlpoint_pad.md3");
1313 precache_model("models/onslaught/controlpoint_pad2.md3");
1314 precache_model("models/onslaught/controlpoint_shield.md3");
1315 precache_model("models/onslaught/controlpoint_icon.md3");
1316 precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1317 precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1318 precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1319 precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1320 precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1321 precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1322 precache_sound("onslaught/controlpoint_build.wav");
1323 precache_sound("onslaught/controlpoint_built.wav");
1324 precache_sound("weapons/grenade_impact.wav");
1325 precache_sound("onslaught/damageblockedbyshield.wav");
1326 precache_sound("onslaught/controlpoint_underattack.wav");
1327 precache_sound("onslaught/ons_spark1.wav");
1328 precache_sound("onslaught/ons_spark2.wav");
1329 self.solid = SOLID_BBOX;
1330 self.movetype = MOVETYPE_NONE;
1331 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1332 //setsize(self, '-32 -32 0', '32 32 8');
1336 setorigin(self, self.origin);
1337 self.touch = onslaught_controlpoint_touch;
1339 self.colormap = 1024;
1340 self.iscaptured = FALSE;
1341 self.islinked = FALSE;
1342 self.isshielded = TRUE;
1343 // spawn shield model which indicates whether this can be damaged
1344 self.enemy = spawn();
1345 self.enemy.classname = "onslaught_controlpoint_shield";
1346 self.enemy.solid = SOLID_NOT;
1347 self.enemy.movetype = MOVETYPE_NONE;
1348 self.enemy.effects = EF_ADDITIVE;
1349 setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
\r
1351 setattachment(self.enemy , self, "");
1352 //setsize(e, '-32 -32 0', '32 32 128');
1354 //setorigin(e, self.origin);
1355 self.enemy.colormap = self.colormap;
1357 waypoint_spawnforitem(self);
1359 WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
1360 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
1362 onslaught_updatelinks();
\r
1364 self.reset = onslaught_controlpoint_reset;
1367 float onslaught_link_send(entity to, float sendflags)
1369 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1370 WriteByte(MSG_ENTITY, sendflags);
1373 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
1374 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
1375 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
1379 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1380 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1381 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1385 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1390 void onslaught_link_checkupdate()
1392 // TODO check if the two sides have moved (currently they won't move anyway)
1393 float redpower, bluepower;
1395 redpower = bluepower = 0;
1396 if(self.goalentity.islinked)
1398 if(self.goalentity.team == COLOR_TEAM1)
1400 else if(self.goalentity.team == COLOR_TEAM2)
1403 if(self.enemy.islinked)
1405 if(self.enemy.team == COLOR_TEAM1)
1407 else if(self.enemy.team == COLOR_TEAM2)
1412 if(redpower == 1 && bluepower == 2)
1413 cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
1414 else if(redpower == 2 && bluepower == 1)
1415 cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
1417 cc = (COLOR_TEAM1 - 1) * 0x11;
1419 cc = (COLOR_TEAM2 - 1) * 0x11;
1423 //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1424 //print("cc=", ftos(cc), "\n");
1426 if(cc != self.clientcolors)
1428 self.clientcolors = cc;
1429 self.SendFlags |= 4;
1432 self.nextthink = time;
1435 void onslaught_link_delayed()
1437 self.goalentity = find(world, targetname, self.target);
1438 self.enemy = find(world, targetname, self.target2);
1439 if (!self.goalentity)
1440 objerror("can not find target\n");
1442 objerror("can not find target2\n");
1443 dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1444 self.SendFlags |= 3;
1445 self.think = onslaught_link_checkupdate;
1446 self.nextthink = time;
1449 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1450 Link between control points.
1452 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.
1455 "target" - first control point.
1456 "target2" - second control point.
1458 void spawnfunc_onslaught_link()
1465 if (self.target == "" || self.target2 == "")
1466 objerror("target and target2 must be set\n");
1467 InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1468 Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
1471 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
1473 ret_string = strcat(ret_string, ":ONS");
1477 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
1479 ret_string = strcat(ret_string, ", Onslught");
1483 MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
1487 float _neer_home = (random() > 0.5 ? TRUE : FALSE);
\r
1489 RandomSelection_Init();
1491 if(self.team == COLOR_TEAM1)
\r
1492 RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);
\r
1494 if(self.team == COLOR_TEAM2)
\r
1495 RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);
\r
1497 entity _cp = findchain(classname, "onslaught_controlpoint"):
\r
1500 if(_cp.team == self.team)
1501 RandomSelection_Add(_cp, 0, string_null, 1, 1);
\r
1506 if(RandomSelection_chosen_ent)
1508 self.tur_head = RandomSelection_chosen_ent;
1509 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
1511 else if(self.team == spawn_spot.team)
1512 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
1519 MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
\r
1521 if(!autocvar_g_onslaught_spawn_at_controlpoints)
\r
1524 if(random() < 0.5) // 50/50 chane to use default spawnsystem.
\r
1527 float _close_to_home = ((random() > 0.5) ? TRUE : FALSE);
\r
1528 entity _best, _trg_gen;
\r
1529 float _score, _best_score = MAX_SHOT_DISTANCE;
\r
1531 RandomSelection_Init();
\r
1533 if(self.team == COLOR_TEAM1)
\r
1535 if(!_close_to_home)
\r
1536 _trg_gen = ons_blue_generator;
\r
1538 _trg_gen = ons_red_generator;
\r
1541 if(self.team == COLOR_TEAM2)
\r
1543 if(_close_to_home)
\r
1544 _trg_gen = ons_blue_generator;
\r
1546 _trg_gen = ons_red_generator;
\r
1549 entity _cp = findchain(classname, "onslaught_controlpoint");
\r
1552 if(_cp.team == self.team)
1554 _score = vlen(_trg_gen.origin - _cp.origin);
\r
1555 if(_score < _best_score)
\r
1558 _best_score = _score;
\r
1568 for(i = 0; i < 10; ++i)
\r
1570 _loc = _best.origin + '0 0 96';
\r
1571 _loc += ('0 1 0' * random()) * 128;
\r
1572 tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
\r
1573 if(trace_fraction == 1.0 && !trace_startsolid)
\r
1575 setorigin(self, _loc);
\r
1576 self.angles = normalize(_loc - _best.origin) * RAD2DEG;
\r
1583 if(!autocvar_g_onslaught_spawn_at_generator)
\r
1586 _trg_gen = ((self.team == COLOR_TEAM1) ? ons_red_generator : ons_blue_generator);
\r
1588 for(i = 0; i < 10; ++i)
\r
1590 _loc = _trg_gen.origin + '0 0 96';
\r
1591 _loc += ('0 1 0' * random()) * 128;
\r
1592 tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
\r
1593 if(trace_fraction == 1.0 && !trace_startsolid)
\r
1595 setorigin(self, _loc);
\r
1596 self.angles = normalize(_loc - _trg_gen.origin) * RAD2DEG;
\r
1605 MUTATOR_DEFINITION(gamemode_onslaught)
1607 //MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
1608 //MUTATOR_HOOK(MakePlayerObserver, nexball_BallDrop, CBC_ORDER_ANY);
1609 //MUTATOR_HOOK(ClientDisconnect, nexball_BallDrop, CBC_ORDER_ANY);
\r
1610 //MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
1611 MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
1612 MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
1613 MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
1614 //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
\r
1618 //InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);