.entity ons_toucher; // player who touched the control point
// control point / generator constants
-#define CP_THINKRATE 0.2
+const float ONS_CP_THINKRATE = 0.2;
+const float GEN_THINKRATE = 1;
+#define CPGEN_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13))
+const vector CPGEN_WAYPOINT_OFFSET = ('0 0 128');
+const vector CPICON_OFFSET = ('0 0 96');
+
+// list of generators on the map
+entity ons_worldgeneratorlist;
+.entity ons_worldgeneratornext;
+.entity ons_stalegeneratornext;
+
+// list of control points on the map
+entity ons_worldcplist;
+.entity ons_worldcpnext;
+.entity ons_stalecpnext;
+
+// list of links on the map
+entity ons_worldlinklist;
+.entity ons_worldlinknext;
+.entity ons_stalelinknext;
// definitions
.entity sprite;
.string target2;
-.float iscaptured;
-.float islinked;
-.float isgenneighbor_red;
-.float isgenneighbor_blue;
-.float iscpneighbor_red;
-.float iscpneighbor_blue;
-.float isshielded;
+.int iscaptured;
+.int islinked;
+.int isshielded;
.float lasthealth;
-.float lastteam;
-.float lastshielded;
-.float lastcaptured;
+.int lastteam;
+.int lastshielded;
+.int lastcaptured;
+
+.bool waslinked;
+
+bool ons_stalemate;
+
+.float teleport_antispam;
+
+.bool ons_roundlost;
+
+// waypoint sprites
+.entity bot_basewaypoint; // generator waypointsprite
-entity ons_generator[17];
-.float isgenneighbor[17];
-.float iscpneighbor[17];
+.bool isgenneighbor[17];
+.bool iscpneighbor[17];
float ons_notification_time[17];
+.float ons_overtime_damagedelay;
+
.vector ons_deathloc;
+.entity ons_spawn_by;
+
// declarations for functions used outside gamemode_onslaught.qc
-void onslaught_generator_updatesprite(entity e);
-void onslaught_controlpoint_updatesprite(entity e);
-void onslaught_link_checkupdate();
-float onslaught_controlpoint_attackable(entity cp, float t);
+void ons_Generator_UpdateSprite(entity e);
+void ons_ControlPoint_UpdateSprite(entity e);
+bool ons_ControlPoint_Attackable(entity cp, int teamnumber);
// CaptureShield: Prevent capturing or destroying control point/generator if it is not available yet
float ons_captureshield_force; // push force of the shield
+// bot player logic
+const int HAVOCBOT_ONS_ROLE_NONE = 0;
+const int HAVOCBOT_ONS_ROLE_DEFENSE = 2;
+const int HAVOCBOT_ONS_ROLE_ASSISTANT = 4;
+const int HAVOCBOT_ONS_ROLE_OFFENSE = 8;
+
+.entity havocbot_ons_target;
+
+.int havocbot_role_flags;
+.float havocbot_attack_time;
+
+void havocbot_role_ons_defense();
+void havocbot_role_ons_offense();
+void havocbot_role_ons_assistant();
+
+void havocbot_ons_reset_role(entity bot);
+void havocbot_goalrating_items(float ratingscale, vector org, float sradius);
+void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius);
+
// score rule declarations
-#define ST_ONS_CAPS 1
-#define SP_ONS_CAPS 4
-#define SP_ONS_TAKES 6
+const int ST_ONS_CAPS = 1;
+const int SP_ONS_CAPS = 4;
+const int SP_ONS_TAKES = 6;
#endif