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Merge branch 'master' into terencehill/bot_ai
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / domination / domination.qc
1 #include "domination.qh"
2
3 // TODO: sv_domination
4 #ifdef SVQC
5 #include <server/teamplay.qh>
6
7 bool g_domination;
8
9 int autocvar_g_domination_default_teams;
10 bool autocvar_g_domination_disable_frags;
11 int autocvar_g_domination_point_amt;
12 bool autocvar_g_domination_point_fullbright;
13 float autocvar_g_domination_round_timelimit;
14 float autocvar_g_domination_warmup;
15 float autocvar_g_domination_point_rate;
16 int autocvar_g_domination_teams_override;
17
18 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
19 {
20         if(autocvar_sv_eventlog)
21                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
22 }
23
24 void set_dom_state(entity e)
25 {
26         STAT(DOM_TOTAL_PPS, e) = total_pps;
27         STAT(DOM_PPS_RED, e) = pps_red;
28         STAT(DOM_PPS_BLUE, e) = pps_blue;
29         if(domination_teams >= 3)
30                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
31         if(domination_teams >= 4)
32                 STAT(DOM_PPS_PINK, e) = pps_pink;
33 }
34
35 void dompoint_captured(entity this)
36 {
37         float old_delay, old_team, real_team;
38
39         // now that the delay has expired, switch to the latest team to lay claim to this point
40         entity head = this.owner;
41
42         real_team = this.cnt;
43         this.cnt = -1;
44
45         dom_EventLog("taken", this.team, this.dmg_inflictor);
46         this.dmg_inflictor = NULL;
47
48         this.goalentity = head;
49         this.model = head.mdl;
50         this.modelindex = head.dmg;
51         this.skin = head.skin;
52
53         float points, wait_time;
54         if (autocvar_g_domination_point_amt)
55                 points = autocvar_g_domination_point_amt;
56         else
57                 points = this.frags;
58         if (autocvar_g_domination_point_rate)
59                 wait_time = autocvar_g_domination_point_rate;
60         else
61                 wait_time = this.wait;
62
63         if(domination_roundbased)
64                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
65         else
66                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
67
68         if(this.enemy.playerid == this.enemy_playerid)
69                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
70         else
71                 this.enemy = NULL;
72
73         if (head.noise != "")
74                 if(this.enemy)
75                         _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
76                 else
77                         _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
78         if (head.noise1 != "")
79                 play2all(head.noise1);
80
81         this.delay = time + wait_time;
82
83         // do trigger work
84         old_delay = this.delay;
85         old_team = this.team;
86         this.team = real_team;
87         this.delay = 0;
88         SUB_UseTargets (this, this, NULL);
89         this.delay = old_delay;
90         this.team = old_team;
91
92         entity msg = WP_DomNeut;
93         switch(real_team)
94         {
95                 case NUM_TEAM_1: msg = WP_DomRed; break;
96                 case NUM_TEAM_2: msg = WP_DomBlue; break;
97                 case NUM_TEAM_3: msg = WP_DomYellow; break;
98                 case NUM_TEAM_4: msg = WP_DomPink; break;
99         }
100
101         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
102
103         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
104         IL_EACH(g_dompoints, true,
105         {
106                 if (autocvar_g_domination_point_amt)
107                         points = autocvar_g_domination_point_amt;
108                 else
109                         points = it.frags;
110                 if (autocvar_g_domination_point_rate)
111                         wait_time = autocvar_g_domination_point_rate;
112                 else
113                         wait_time = it.wait;
114                 switch(it.goalentity.team)
115                 {
116                         case NUM_TEAM_1: pps_red += points/wait_time; break;
117                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
118                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
119                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
120                 }
121                 total_pps += points/wait_time;
122         });
123
124         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
125         WaypointSprite_Ping(this.sprite);
126
127         this.captime = time;
128
129         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
130 }
131
132 void AnimateDomPoint(entity this)
133 {
134         if(this.pain_finished > time)
135                 return;
136         this.pain_finished = time + this.t_width;
137         if(this.nextthink > this.pain_finished)
138                 this.nextthink = this.pain_finished;
139
140         this.frame = this.frame + 1;
141         if(this.frame > this.t_length)
142                 this.frame = 0;
143 }
144
145 void dompointthink(entity this)
146 {
147         float fragamt;
148
149         this.nextthink = time + 0.1;
150
151         //this.frame = this.frame + 1;
152         //if(this.frame > 119)
153         //      this.frame = 0;
154         AnimateDomPoint(this);
155
156         // give points
157
158         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
159                 return;
160
161         if(autocvar_g_domination_point_rate)
162                 this.delay = time + autocvar_g_domination_point_rate;
163         else
164                 this.delay = time + this.wait;
165
166         // give credit to the team
167         // NOTE: this defaults to 0
168         if (!domination_roundbased)
169         if (this.goalentity.netname != "")
170         {
171                 if(autocvar_g_domination_point_amt)
172                         fragamt = autocvar_g_domination_point_amt;
173                 else
174                         fragamt = this.frags;
175                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
176                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
177
178                 // give credit to the individual player, if he is still there
179                 if (this.enemy.playerid == this.enemy_playerid)
180                 {
181                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
182                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
183                 }
184                 else
185                         this.enemy = NULL;
186         }
187 }
188
189 void dompointtouch(entity this, entity toucher)
190 {
191         if (!IS_PLAYER(toucher))
192                 return;
193         if (toucher.health < 1)
194                 return;
195
196         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
197                 return;
198
199         if(time < this.captime + 0.3)
200                 return;
201
202         // only valid teams can claim it
203         entity head = find(NULL, classname, "dom_team");
204         while (head && head.team != toucher.team)
205                 head = find(head, classname, "dom_team");
206         if (!head || head.netname == "" || head == this.goalentity)
207                 return;
208
209         // delay capture
210
211         this.team = this.goalentity.team; // this stores the PREVIOUS team!
212
213         this.cnt = toucher.team;
214         this.owner = head; // team to switch to after the delay
215         this.dmg_inflictor = toucher;
216
217         // this.state = 1;
218         // this.delay = time + cvar("g_domination_point_capturetime");
219         //this.nextthink = time + cvar("g_domination_point_capturetime");
220         //this.think = dompoint_captured;
221
222         // go to neutral team in the mean time
223         head = find(NULL, classname, "dom_team");
224         while (head && head.netname != "")
225                 head = find(head, classname, "dom_team");
226         if(head == NULL)
227                 return;
228
229         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
230         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
231         WaypointSprite_Ping(this.sprite);
232
233         this.goalentity = head;
234         this.model = head.mdl;
235         this.modelindex = head.dmg;
236         this.skin = head.skin;
237
238         this.enemy = toucher; // individual player scoring
239         this.enemy_playerid = toucher.playerid;
240         dompoint_captured(this);
241 }
242
243 void dom_controlpoint_setup(entity this)
244 {
245         entity head;
246         // find the spawnfunc_dom_team representing unclaimed points
247         head = find(NULL, classname, "dom_team");
248         while(head && head.netname != "")
249                 head = find(head, classname, "dom_team");
250         if (!head)
251                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
252
253         // copy important properties from spawnfunc_dom_team entity
254         this.goalentity = head;
255         _setmodel(this, head.mdl); // precision already set
256         this.skin = head.skin;
257
258         this.cnt = -1;
259
260         if(this.message == "")
261                 this.message = " has captured a control point";
262
263         if(this.frags <= 0)
264                 this.frags = 1;
265         if(this.wait <= 0)
266                 this.wait = 5;
267
268         float points, waittime;
269         if (autocvar_g_domination_point_amt)
270                 points = autocvar_g_domination_point_amt;
271         else
272                 points = this.frags;
273         if (autocvar_g_domination_point_rate)
274                 waittime = autocvar_g_domination_point_rate;
275         else
276                 waittime = this.wait;
277
278         total_pps += points/waittime;
279
280         if(!this.t_width)
281                 this.t_width = 0.02; // frame animation rate
282         if(!this.t_length)
283                 this.t_length = 239; // maximum frame
284
285         setthink(this, dompointthink);
286         this.nextthink = time;
287         settouch(this, dompointtouch);
288         this.solid = SOLID_TRIGGER;
289         if(!this.flags & FL_ITEM)
290                 IL_PUSH(g_items, this);
291         this.flags = FL_ITEM;
292         setsize(this, '-32 -32 -32', '32 32 32');
293         setorigin(this, this.origin + '0 0 20');
294         droptofloor(this);
295
296         waypoint_spawnforitem(this);
297         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
298 }
299
300 float total_controlpoints;
301 void Domination_count_controlpoints()
302 {
303         total_controlpoints = redowned = blueowned = yellowowned = pinkowned = 0;
304         IL_EACH(g_dompoints, true,
305         {
306                 ++total_controlpoints;
307                 redowned += (it.goalentity.team == NUM_TEAM_1);
308                 blueowned += (it.goalentity.team == NUM_TEAM_2);
309                 yellowowned += (it.goalentity.team == NUM_TEAM_3);
310                 pinkowned += (it.goalentity.team == NUM_TEAM_4);
311         });
312 }
313
314 float Domination_GetWinnerTeam()
315 {
316         float winner_team = 0;
317         if(redowned == total_controlpoints)
318                 winner_team = NUM_TEAM_1;
319         if(blueowned == total_controlpoints)
320         {
321                 if(winner_team) return 0;
322                 winner_team = NUM_TEAM_2;
323         }
324         if(yellowowned == total_controlpoints)
325         {
326                 if(winner_team) return 0;
327                 winner_team = NUM_TEAM_3;
328         }
329         if(pinkowned == total_controlpoints)
330         {
331                 if(winner_team) return 0;
332                 winner_team = NUM_TEAM_4;
333         }
334         if(winner_team)
335                 return winner_team;
336         return -1; // no control points left?
337 }
338
339 #define DOM_OWNED_CONTROLPOINTS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
340 #define DOM_OWNED_CONTROLPOINTS_OK() (DOM_OWNED_CONTROLPOINTS() < total_controlpoints)
341 float Domination_CheckWinner()
342 {
343         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
344         {
345                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
346                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
347
348                 game_stopped = true;
349                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
350                 return 1;
351         }
352
353         Domination_count_controlpoints();
354
355         float winner_team = Domination_GetWinnerTeam();
356
357         if(winner_team == -1)
358                 return 0;
359
360         if(winner_team > 0)
361         {
362                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
363                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
364                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
365         }
366         else if(winner_team == -1)
367         {
368                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
369                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
370         }
371
372         game_stopped = true;
373         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
374
375         return 1;
376 }
377
378 float Domination_CheckPlayers()
379 {
380         return 1;
381 }
382
383 void Domination_RoundStart()
384 {
385         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
386 }
387
388 //go to best items, or control points you don't own
389 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
390 {
391         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
392         {
393                 if(it.cnt > -1) // this is just being fought
394                         navigation_routerating(this, it, ratingscale, 5000);
395                 else if(it.goalentity.cnt == 0) // unclaimed
396                         navigation_routerating(this, it, ratingscale * 0.5, 5000);
397                 else if(it.goalentity.team != this.team) // other team's point
398                         navigation_routerating(this, it, ratingscale * 0.2, 5000);
399         });
400 }
401
402 void havocbot_role_dom(entity this)
403 {
404         if(IS_DEAD(this))
405                 return;
406
407         if (navigation_goalrating_timeout(this))
408         {
409                 navigation_goalrating_start(this);
410                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
411                 havocbot_goalrating_items(this, 8000, this.origin, 8000);
412                 //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
413                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
414                 navigation_goalrating_end(this);
415
416                 navigation_goalrating_timeout_set(this);
417         }
418 }
419
420 MUTATOR_HOOKFUNCTION(dom, CheckAllowedTeams)
421 {
422         // fallback?
423         M_ARGV(0, float) = domination_teams;
424         string ret_string = "dom_team";
425
426         entity head = find(NULL, classname, ret_string);
427         while(head)
428         {
429                 if(head.netname != "")
430                 {
431                         switch(head.team)
432                         {
433                                 case NUM_TEAM_1: c1 = 0; break;
434                                 case NUM_TEAM_2: c2 = 0; break;
435                                 case NUM_TEAM_3: c3 = 0; break;
436                                 case NUM_TEAM_4: c4 = 0; break;
437                         }
438                 }
439
440                 head = find(head, classname, ret_string);
441         }
442
443         M_ARGV(1, string) = string_null;
444
445         return true;
446 }
447
448 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
449 {
450         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
451         FOREACH_CLIENT(IS_PLAYER(it), {
452                 PutClientInServer(it);
453                 if(domination_roundbased)
454                         it.player_blocked = 1;
455                 if(IS_REAL_CLIENT(it))
456                         set_dom_state(it);
457         });
458         return true;
459 }
460
461 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
462 {
463         entity player = M_ARGV(0, entity);
464
465         if(domination_roundbased)
466         if(!round_handler_IsRoundStarted())
467                 player.player_blocked = 1;
468         else
469                 player.player_blocked = 0;
470 }
471
472 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
473 {
474         entity player = M_ARGV(0, entity);
475
476         set_dom_state(player);
477 }
478
479 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
480 {
481         entity bot = M_ARGV(0, entity);
482
483         bot.havocbot_role = havocbot_role_dom;
484         return true;
485 }
486
487 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
488 Control point for Domination gameplay.
489 */
490 spawnfunc(dom_controlpoint)
491 {
492         if(!g_domination)
493         {
494                 delete(this);
495                 return;
496         }
497         setthink(this, dom_controlpoint_setup);
498         this.nextthink = time + 0.1;
499         this.reset = dom_controlpoint_setup;
500
501         if(!this.scale)
502                 this.scale = 0.6;
503
504         this.effects = this.effects | EF_LOWPRECISION;
505         if (autocvar_g_domination_point_fullbright)
506                 this.effects |= EF_FULLBRIGHT;
507
508         IL_PUSH(g_dompoints, this);
509 }
510
511 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
512 Team declaration for Domination gameplay, this allows you to decide what team
513 names and control point models are used in your map.
514
515 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
516 can have netname set!  The nameless team owns all control points at start.
517
518 Keys:
519 "netname"
520  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
521 "cnt"
522  Scoreboard color of the team (for example 4 is red and 13 is blue)
523 "model"
524  Model to use for control points owned by this team (for example
525  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
526  keycard)
527 "skin"
528  Skin of the model to use (for team skins on a single model)
529 "noise"
530  Sound to play when this team captures a point.
531  (this is a localized sound, like a small alarm or other effect)
532 "noise1"
533  Narrator speech to play when this team captures a point.
534  (this is a global sound, like "Red team has captured a control point")
535 */
536
537 spawnfunc(dom_team)
538 {
539         if(!g_domination || autocvar_g_domination_teams_override >= 2)
540         {
541                 delete(this);
542                 return;
543         }
544         precache_model(this.model);
545         if (this.noise != "")
546                 precache_sound(this.noise);
547         if (this.noise1 != "")
548                 precache_sound(this.noise1);
549         this.classname = "dom_team";
550         _setmodel(this, this.model); // precision not needed
551         this.mdl = this.model;
552         this.dmg = this.modelindex;
553         this.model = "";
554         this.modelindex = 0;
555         // this would have to be changed if used in quakeworld
556         if(this.cnt)
557                 this.team = this.cnt + 1; // WHY are these different anyway?
558 }
559
560 // scoreboard setup
561 void ScoreRules_dom(int teams)
562 {
563         if(domination_roundbased)
564         {
565             GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
566             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
567             field(SP_DOM_TAKES, "takes", 0);
568             });
569         }
570         else
571         {
572                 float sp_domticks, sp_score;
573                 sp_score = sp_domticks = 0;
574                 if(autocvar_g_domination_disable_frags)
575                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
576                 else
577                         sp_score = SFL_SORT_PRIO_PRIMARY;
578                 GameRules_scoring(teams, sp_score, sp_score, {
579             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
580             field(SP_DOM_TICKS, "ticks", sp_domticks);
581             field(SP_DOM_TAKES, "takes", 0);
582                 });
583         }
584 }
585
586 // code from here on is just to support maps that don't have control point and team entities
587 void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
588 {
589     TC(Sound, capsound);
590     entity e = new_pure(dom_team);
591         e.netname = strzone(teamname);
592         e.cnt = teamcolor;
593         e.model = pointmodel;
594         e.skin = pointskin;
595         e.noise = strzone(Sound_fixpath(capsound));
596         e.noise1 = strzone(capnarration);
597         e.message = strzone(capmessage);
598
599         // this code is identical to spawnfunc_dom_team
600         _setmodel(e, e.model); // precision not needed
601         e.mdl = e.model;
602         e.dmg = e.modelindex;
603         e.model = "";
604         e.modelindex = 0;
605         // this would have to be changed if used in quakeworld
606         e.team = e.cnt + 1;
607
608         //eprint(e);
609 }
610
611 void dom_spawnpoint(vector org)
612 {
613         entity e = spawn();
614         e.classname = "dom_controlpoint";
615         setthink(e, spawnfunc_dom_controlpoint);
616         e.nextthink = time;
617         setorigin(e, org);
618         spawnfunc_dom_controlpoint(e);
619 }
620
621 // spawn some default teams if the map is not set up for domination
622 void dom_spawnteams(int teams)
623 {
624     TC(int, teams);
625         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
626         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
627         if(teams >= 3)
628                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
629         if(teams >= 4)
630                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
631         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
632 }
633
634 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
635 {
636         // if no teams are found, spawn defaults
637         if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
638         {
639                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
640                 domination_teams = autocvar_g_domination_teams_override;
641                 if (domination_teams < 2)
642                         domination_teams = autocvar_g_domination_default_teams;
643                 domination_teams = bound(2, domination_teams, 4);
644                 dom_spawnteams(domination_teams);
645         }
646
647         CheckAllowedTeams(NULL);
648         //domination_teams = ((c4>=0) ? 4 : (c3>=0) ? 3 : 2);
649
650         int teams = 0;
651         if(c1 >= 0) teams |= BIT(0);
652         if(c2 >= 0) teams |= BIT(1);
653         if(c3 >= 0) teams |= BIT(2);
654         if(c4 >= 0) teams |= BIT(3);
655         domination_teams = teams;
656
657         domination_roundbased = autocvar_g_domination_roundbased;
658
659         ScoreRules_dom(domination_teams);
660
661         if(domination_roundbased)
662         {
663                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
664                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
665         }
666 }
667
668 void dom_Initialize()
669 {
670         g_domination = true;
671         InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
672 }
673 #endif