]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/gamemodes/gamemode/domination/sv_domination.qc
Split the gamelog code out of miscfunctions and into its own file
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / domination / sv_domination.qc
1 #include "sv_domination.qh"
2
3 #include <server/gamelog.qh>
4 #include <server/teamplay.qh>
5
6 bool g_domination;
7
8 int autocvar_g_domination_default_teams;
9 bool autocvar_g_domination_disable_frags;
10 int autocvar_g_domination_point_amt;
11 bool autocvar_g_domination_point_fullbright;
12 float autocvar_g_domination_round_timelimit;
13 float autocvar_g_domination_warmup;
14 float autocvar_g_domination_point_rate;
15 int autocvar_g_domination_teams_override;
16
17 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
18 {
19         if(autocvar_sv_eventlog)
20                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
21 }
22
23 void set_dom_state(entity e)
24 {
25         STAT(DOM_TOTAL_PPS, e) = total_pps;
26         STAT(DOM_PPS_RED, e) = pps_red;
27         STAT(DOM_PPS_BLUE, e) = pps_blue;
28         if(domination_teams >= 3)
29                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
30         if(domination_teams >= 4)
31                 STAT(DOM_PPS_PINK, e) = pps_pink;
32 }
33
34 void dompoint_captured(entity this)
35 {
36         float old_delay, old_team, real_team;
37
38         // now that the delay has expired, switch to the latest team to lay claim to this point
39         entity head = this.owner;
40
41         real_team = this.cnt;
42         this.cnt = -1;
43
44         dom_EventLog("taken", this.team, this.dmg_inflictor);
45         this.dmg_inflictor = NULL;
46
47         this.goalentity = head;
48         this.model = head.mdl;
49         this.modelindex = head.dmg;
50         this.skin = head.skin;
51
52         float points, wait_time;
53         if (autocvar_g_domination_point_amt)
54                 points = autocvar_g_domination_point_amt;
55         else
56                 points = this.frags;
57         if (autocvar_g_domination_point_rate)
58                 wait_time = autocvar_g_domination_point_rate;
59         else
60                 wait_time = this.wait;
61
62         if(domination_roundbased)
63                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
64         else
65                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
66
67         if(this.enemy.playerid == this.enemy_playerid)
68                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
69         else
70                 this.enemy = NULL;
71
72         if (head.noise != "")
73         {
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         }
79         if (head.noise1 != "")
80                 play2all(head.noise1);
81
82         this.delay = time + wait_time;
83
84         // do trigger work
85         old_delay = this.delay;
86         old_team = this.team;
87         this.team = real_team;
88         this.delay = 0;
89         SUB_UseTargets (this, this, NULL);
90         this.delay = old_delay;
91         this.team = old_team;
92
93         entity msg = WP_DomNeut;
94         switch(real_team)
95         {
96                 case NUM_TEAM_1: msg = WP_DomRed; break;
97                 case NUM_TEAM_2: msg = WP_DomBlue; break;
98                 case NUM_TEAM_3: msg = WP_DomYellow; break;
99                 case NUM_TEAM_4: msg = WP_DomPink; break;
100         }
101
102         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
103
104         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
105         IL_EACH(g_dompoints, true,
106         {
107                 if (autocvar_g_domination_point_amt)
108                         points = autocvar_g_domination_point_amt;
109                 else
110                         points = it.frags;
111                 if (autocvar_g_domination_point_rate)
112                         wait_time = autocvar_g_domination_point_rate;
113                 else
114                         wait_time = it.wait;
115                 switch(it.goalentity.team)
116                 {
117                         case NUM_TEAM_1: pps_red += points/wait_time; break;
118                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
119                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
120                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
121                 }
122                 total_pps += points/wait_time;
123         });
124
125         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
126         WaypointSprite_Ping(this.sprite);
127
128         this.captime = time;
129
130         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
131 }
132
133 void AnimateDomPoint(entity this)
134 {
135         if(this.pain_finished > time)
136                 return;
137         this.pain_finished = time + this.t_width;
138         if(this.nextthink > this.pain_finished)
139                 this.nextthink = this.pain_finished;
140
141         this.frame = this.frame + 1;
142         if(this.frame > this.t_length)
143                 this.frame = 0;
144 }
145
146 void dompointthink(entity this)
147 {
148         float fragamt;
149
150         this.nextthink = time + 0.1;
151
152         //this.frame = this.frame + 1;
153         //if(this.frame > 119)
154         //      this.frame = 0;
155         AnimateDomPoint(this);
156
157         // give points
158
159         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
160                 return;
161
162         if(autocvar_g_domination_point_rate)
163                 this.delay = time + autocvar_g_domination_point_rate;
164         else
165                 this.delay = time + this.wait;
166
167         // give credit to the team
168         // NOTE: this defaults to 0
169         if (!domination_roundbased)
170         if (this.goalentity.netname != "")
171         {
172                 if(autocvar_g_domination_point_amt)
173                         fragamt = autocvar_g_domination_point_amt;
174                 else
175                         fragamt = this.frags;
176                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
177                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
178
179                 // give credit to the individual player, if he is still there
180                 if (this.enemy.playerid == this.enemy_playerid)
181                 {
182                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
183                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
184                 }
185                 else
186                         this.enemy = NULL;
187         }
188 }
189
190 void dompointtouch(entity this, entity toucher)
191 {
192         if(!IS_PLAYER(toucher))
193                 return;
194         if(GetResource(toucher, RES_HEALTH) < 1)
195                 return;
196
197         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
198                 return;
199
200         if(time < this.captime + 0.3)
201                 return;
202
203         // only valid teams can claim it
204         entity head = find(NULL, classname, "dom_team");
205         while (head && head.team != toucher.team)
206                 head = find(head, classname, "dom_team");
207         if (!head || head.netname == "" || head == this.goalentity)
208                 return;
209
210         // delay capture
211
212         this.team = this.goalentity.team; // this stores the PREVIOUS team!
213
214         this.cnt = toucher.team;
215         this.owner = head; // team to switch to after the delay
216         this.dmg_inflictor = toucher;
217
218         // this.state = 1;
219         // this.delay = time + cvar("g_domination_point_capturetime");
220         //this.nextthink = time + cvar("g_domination_point_capturetime");
221         //this.think = dompoint_captured;
222
223         // go to neutral team in the mean time
224         head = find(NULL, classname, "dom_team");
225         while (head && head.netname != "")
226                 head = find(head, classname, "dom_team");
227         if(head == NULL)
228                 return;
229
230         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
231         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
232         WaypointSprite_Ping(this.sprite);
233
234         this.goalentity = head;
235         this.model = head.mdl;
236         this.modelindex = head.dmg;
237         this.skin = head.skin;
238
239         this.enemy = toucher; // individual player scoring
240         this.enemy_playerid = toucher.playerid;
241         dompoint_captured(this);
242 }
243
244 void dom_controlpoint_setup(entity this)
245 {
246         entity head;
247         // find the spawnfunc_dom_team representing unclaimed points
248         head = find(NULL, classname, "dom_team");
249         while(head && head.netname != "")
250                 head = find(head, classname, "dom_team");
251         if (!head)
252                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
253
254         // copy important properties from spawnfunc_dom_team entity
255         this.goalentity = head;
256         _setmodel(this, head.mdl); // precision already set
257         this.skin = head.skin;
258
259         this.cnt = -1;
260
261         if(this.message == "")
262                 this.message = " has captured a control point";
263
264         if(this.frags <= 0)
265                 this.frags = 1;
266         if(this.wait <= 0)
267                 this.wait = 5;
268
269         float points, waittime;
270         if (autocvar_g_domination_point_amt)
271                 points = autocvar_g_domination_point_amt;
272         else
273                 points = this.frags;
274         if (autocvar_g_domination_point_rate)
275                 waittime = autocvar_g_domination_point_rate;
276         else
277                 waittime = this.wait;
278
279         total_pps += points/waittime;
280
281         if(!this.t_width)
282                 this.t_width = 0.02; // frame animation rate
283         if(!this.t_length)
284                 this.t_length = 239; // maximum frame
285
286         setthink(this, dompointthink);
287         this.nextthink = time;
288         settouch(this, dompointtouch);
289         this.solid = SOLID_TRIGGER;
290         if(!this.flags & FL_ITEM)
291                 IL_PUSH(g_items, this);
292         this.flags = FL_ITEM;
293         setsize(this, '-32 -32 -32', '32 32 32');
294         setorigin(this, this.origin + '0 0 20');
295         droptofloor(this);
296
297         waypoint_spawnforitem(this);
298         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
299 }
300
301 int total_control_points;
302 void Domination_count_controlpoints()
303 {
304         total_control_points = 0;
305         for (int i = 1; i <= NUM_TEAMS; ++i)
306         {
307                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
308         }
309         IL_EACH(g_dompoints, true,
310         {
311                 ++total_control_points;
312                 if (!Entity_HasValidTeam(it.goalentity))
313                 {
314                         continue;
315                 }
316                 entity team_ = Entity_GetTeam(it.goalentity);
317                 int num_control_points = Team_GetNumberOfControlPoints(team_);
318                 ++num_control_points;
319                 Team_SetNumberOfControlPoints(team_, num_control_points);
320         });
321 }
322
323 int Domination_GetWinnerTeam()
324 {
325         int winner_team = 0;
326         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
327                 total_control_points)
328         {
329                 winner_team = NUM_TEAM_1;
330         }
331         for (int i = 2; i <= NUM_TEAMS; ++i)
332         {
333                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
334                         total_control_points)
335                 {
336                         if (winner_team != 0)
337                         {
338                                 return 0;
339                         }
340                         winner_team = Team_IndexToTeam(i);
341                 }
342         }
343         if (winner_team)
344         {
345                 return winner_team;
346         }
347         return -1; // no control points left?
348 }
349
350 bool Domination_CheckWinner()
351 {
352         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
353         {
354                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
355                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
356
357                 game_stopped = true;
358                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
359                 return true;
360         }
361
362         Domination_count_controlpoints();
363
364         float winner_team = Domination_GetWinnerTeam();
365
366         if(winner_team == -1)
367                 return false;
368
369         if(winner_team > 0)
370         {
371                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
372                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
373                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
374         }
375         else if(winner_team == -1)
376         {
377                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
378                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
379         }
380
381         game_stopped = true;
382         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
383
384         return true;
385 }
386
387 bool Domination_CheckPlayers()
388 {
389         return true;
390 }
391
392 void Domination_RoundStart()
393 {
394         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
395 }
396
397 //go to best items, or control points you don't own
398 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
399 {
400         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
401         {
402                 if(it.cnt > -1) // this is just being fought
403                         navigation_routerating(this, it, ratingscale, 5000);
404                 else if(it.goalentity.cnt == 0) // unclaimed
405                         navigation_routerating(this, it, ratingscale, 5000);
406                 else if(it.goalentity.team != this.team) // other team's point
407                         navigation_routerating(this, it, ratingscale, 5000);
408         });
409 }
410
411 void havocbot_role_dom(entity this)
412 {
413         if(IS_DEAD(this))
414                 return;
415
416         if (navigation_goalrating_timeout(this))
417         {
418                 navigation_goalrating_start(this);
419                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
420                 havocbot_goalrating_items(this, 20000, this.origin, 8000);
421                 //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
422                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
423                 navigation_goalrating_end(this);
424
425                 navigation_goalrating_timeout_set(this);
426         }
427 }
428
429 MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
430 {
431         // fallback?
432         M_ARGV(0, float) = domination_teams;
433         string ret_string = "dom_team";
434
435         entity head = find(NULL, classname, ret_string);
436         while(head)
437         {
438                 if(head.netname != "")
439                 {
440                         if (Team_IsValidTeam(head.team))
441                         {
442                                 M_ARGV(0, float) |= Team_TeamToBit(head.team);
443                         }
444                 }
445
446                 head = find(head, classname, ret_string);
447         }
448
449         M_ARGV(1, string) = string_null;
450
451         return true;
452 }
453
454 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
455 {
456         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
457         FOREACH_CLIENT(IS_PLAYER(it), {
458                 PutClientInServer(it);
459                 if(domination_roundbased)
460                         it.player_blocked = 1;
461                 if(IS_REAL_CLIENT(it))
462                         set_dom_state(it);
463         });
464         return true;
465 }
466
467 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
468 {
469         entity player = M_ARGV(0, entity);
470
471         if(domination_roundbased)
472                 player.player_blocked = !round_handler_IsRoundStarted();
473 }
474
475 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
476 {
477         entity player = M_ARGV(0, entity);
478
479         set_dom_state(player);
480 }
481
482 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
483 {
484         entity bot = M_ARGV(0, entity);
485
486         bot.havocbot_role = havocbot_role_dom;
487         return true;
488 }
489
490 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
491 Control point for Domination gameplay.
492 */
493 spawnfunc(dom_controlpoint)
494 {
495         if(!g_domination)
496         {
497                 delete(this);
498                 return;
499         }
500         setthink(this, dom_controlpoint_setup);
501         this.nextthink = time + 0.1;
502         this.reset = dom_controlpoint_setup;
503
504         if(!this.scale)
505                 this.scale = 0.6;
506
507         this.effects = this.effects | EF_LOWPRECISION;
508         if (autocvar_g_domination_point_fullbright)
509                 this.effects |= EF_FULLBRIGHT;
510
511         IL_PUSH(g_dompoints, this);
512 }
513
514 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
515 Team declaration for Domination gameplay, this allows you to decide what team
516 names and control point models are used in your map.
517
518 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
519 can have netname set!  The nameless team owns all control points at start.
520
521 Keys:
522 "netname"
523  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
524 "cnt"
525  Scoreboard color of the team (for example 4 is red and 13 is blue)
526 "model"
527  Model to use for control points owned by this team (for example
528  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
529  keycard)
530 "skin"
531  Skin of the model to use (for team skins on a single model)
532 "noise"
533  Sound to play when this team captures a point.
534  (this is a localized sound, like a small alarm or other effect)
535 "noise1"
536  Narrator speech to play when this team captures a point.
537  (this is a global sound, like "Red team has captured a control point")
538 */
539
540 spawnfunc(dom_team)
541 {
542         if(!g_domination || autocvar_g_domination_teams_override >= 2)
543         {
544                 delete(this);
545                 return;
546         }
547         precache_model(this.model);
548         if (this.noise != "")
549                 precache_sound(this.noise);
550         if (this.noise1 != "")
551                 precache_sound(this.noise1);
552         this.classname = "dom_team";
553         _setmodel(this, this.model); // precision not needed
554         this.mdl = this.model;
555         this.dmg = this.modelindex;
556         this.model = "";
557         this.modelindex = 0;
558         // this would have to be changed if used in quakeworld
559         if(this.cnt)
560                 this.team = this.cnt + 1; // WHY are these different anyway?
561 }
562
563 // scoreboard setup
564 void ScoreRules_dom(int teams)
565 {
566         if(domination_roundbased)
567         {
568             GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
569             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
570             field(SP_DOM_TAKES, "takes", 0);
571             });
572         }
573         else
574         {
575                 float sp_domticks, sp_score;
576                 sp_score = sp_domticks = 0;
577                 if(autocvar_g_domination_disable_frags)
578                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
579                 else
580                         sp_score = SFL_SORT_PRIO_PRIMARY;
581                 GameRules_scoring(teams, sp_score, sp_score, {
582             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
583             field(SP_DOM_TICKS, "ticks", sp_domticks);
584             field(SP_DOM_TAKES, "takes", 0);
585                 });
586         }
587 }
588
589 // code from here on is just to support maps that don't have control point and team entities
590 void dom_spawnteam(string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
591 {
592         TC(Sound, capsound);
593         entity e = new_pure(dom_team);
594         e.netname = strzone(teamname);
595         e.cnt = teamcolor;
596         e.model = pointmodel;
597         e.skin = pointskin;
598         e.noise = strzone(Sound_fixpath(capsound));
599         e.noise1 = strzone(capnarration);
600         e.message = strzone(capmessage);
601
602         // this code is identical to spawnfunc_dom_team
603         _setmodel(e, e.model); // precision not needed
604         e.mdl = e.model;
605         e.dmg = e.modelindex;
606         e.model = "";
607         e.modelindex = 0;
608         // this would have to be changed if used in quakeworld
609         e.team = e.cnt + 1;
610
611         //eprint(e);
612 }
613
614 void dom_spawnpoint(vector org)
615 {
616         entity e = spawn();
617         e.classname = "dom_controlpoint";
618         setthink(e, spawnfunc_dom_controlpoint);
619         e.nextthink = time;
620         setorigin(e, org);
621         spawnfunc_dom_controlpoint(e);
622 }
623
624 // spawn some default teams if the map is not set up for domination
625 void dom_spawnteams(int teams)
626 {
627         TC(int, teams);
628         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");
629         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");
630         if(teams >= 3)
631                 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");
632         if(teams >= 4)
633                 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");
634         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
635 }
636
637 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
638 {
639         // if no teams are found, spawn defaults
640         if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
641         {
642                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
643                 domination_teams = autocvar_g_domination_teams_override;
644                 if (domination_teams < 2)
645                         domination_teams = autocvar_g_domination_default_teams;
646                 domination_teams = bound(2, domination_teams, 4);
647                 dom_spawnteams(domination_teams);
648         }
649
650         entity balance = TeamBalance_CheckAllowedTeams(NULL);
651         int teams = TeamBalance_GetAllowedTeams(balance);
652         TeamBalance_Destroy(balance);
653         domination_teams = teams;
654
655         domination_roundbased = autocvar_g_domination_roundbased;
656
657         ScoreRules_dom(domination_teams);
658
659         if(domination_roundbased)
660         {
661                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
662                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
663         }
664 }
665
666 void dom_Initialize()
667 {
668         g_domination = true;
669         InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
670 }