}
void dompoint_captured ()
-{
+{SELFPARAM();
entity head;
float old_delay, old_team, real_team;
}
void AnimateDomPoint()
-{
+{SELFPARAM();
if(self.pain_finished > time)
return;
self.pain_finished = time + self.t_width;
}
void dompointthink()
-{
+{SELFPARAM();
float fragamt;
self.nextthink = time + 0.1;
}
void dompointtouch()
-{
+{SELFPARAM();
entity head;
if (!IS_PLAYER(other))
return;
}
void dom_controlpoint_setup()
-{
+{SELFPARAM();
entity head;
// find the spawnfunc_dom_team representing unclaimed points
head = find(world, classname, "dom_team");
//go to best items, or control points you don't own
void havocbot_role_dom()
-{
+{SELFPARAM();
if(self.deadflag != DEAD_NO)
return;
}
MUTATOR_HOOKFUNCTION(dom_ResetMap)
-{
+{SELFPARAM();
total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
FOR_EACH_PLAYER(self)
{
}
MUTATOR_HOOKFUNCTION(dom_PlayerSpawn)
-{
+{SELFPARAM();
if(domination_roundbased)
if(!round_handler_IsRoundStarted())
self.player_blocked = 1;
}
MUTATOR_HOOKFUNCTION(dom_ClientConnect)
-{
+{SELFPARAM();
set_dom_state(self);
return false;
}
MUTATOR_HOOKFUNCTION(dom_BotRoles)
-{
+{SELFPARAM();
self.havocbot_role = havocbot_role_dom;
return true;
}
Control point for Domination gameplay.
*/
void spawnfunc_dom_controlpoint()
-{
+{SELFPARAM();
if(!g_domination)
{
remove(self);
*/
void spawnfunc_dom_team()
-{
+{SELFPARAM();
if(!g_domination || autocvar_g_domination_teams_override >= 2)
{
remove(self);
// code from here on is just to support maps that don't have control point and team entities
void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, string capsound, string capnarration, string capmessage)
-{
+{SELFPARAM();
entity oldself;
oldself = self;
self = spawn();
}
void dom_spawnpoint(vector org)
-{
+{SELFPARAM();
entity oldself;
oldself = self;
self = spawn();