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Merge branch 'master' into Lyberta/TeamplayOverhaul2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / domination / sv_domination.qc
1 #include "sv_domination.qh"
2
3 #include <server/teamplay.qh>
4
5 bool g_domination;
6
7 int autocvar_g_domination_default_teams;
8 bool autocvar_g_domination_disable_frags;
9 int autocvar_g_domination_point_amt;
10 bool autocvar_g_domination_point_fullbright;
11 float autocvar_g_domination_round_timelimit;
12 float autocvar_g_domination_warmup;
13 float autocvar_g_domination_point_rate;
14 int autocvar_g_domination_teams_override;
15
16 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
17 {
18         if(autocvar_sv_eventlog)
19                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
20 }
21
22 void set_dom_state(entity e)
23 {
24         STAT(DOM_TOTAL_PPS, e) = total_pps;
25         STAT(DOM_PPS_RED, e) = pps_red;
26         STAT(DOM_PPS_BLUE, e) = pps_blue;
27         if(domination_teams >= 3)
28                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
29         if(domination_teams >= 4)
30                 STAT(DOM_PPS_PINK, e) = pps_pink;
31 }
32
33 void dompoint_captured(entity this)
34 {
35         float old_delay, old_team, real_team;
36
37         // now that the delay has expired, switch to the latest team to lay claim to this point
38         entity head = this.owner;
39
40         real_team = this.cnt;
41         this.cnt = -1;
42
43         dom_EventLog("taken", this.team, this.dmg_inflictor);
44         this.dmg_inflictor = NULL;
45
46         this.goalentity = head;
47         this.model = head.mdl;
48         this.modelindex = head.dmg;
49         this.skin = head.skin;
50
51         float points, wait_time;
52         if (autocvar_g_domination_point_amt)
53                 points = autocvar_g_domination_point_amt;
54         else
55                 points = this.frags;
56         if (autocvar_g_domination_point_rate)
57                 wait_time = autocvar_g_domination_point_rate;
58         else
59                 wait_time = this.wait;
60
61         if(domination_roundbased)
62                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
63         else
64                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
65
66         if(this.enemy.playerid == this.enemy_playerid)
67                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
68         else
69                 this.enemy = NULL;
70
71         if (head.noise != "")
72                 if(this.enemy)
73                         _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
74                 else
75                         _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
76         if (head.noise1 != "")
77                 play2all(head.noise1);
78
79         this.delay = time + wait_time;
80
81         // do trigger work
82         old_delay = this.delay;
83         old_team = this.team;
84         this.team = real_team;
85         this.delay = 0;
86         SUB_UseTargets (this, this, NULL);
87         this.delay = old_delay;
88         this.team = old_team;
89
90         entity msg = WP_DomNeut;
91         switch(real_team)
92         {
93                 case NUM_TEAM_1: msg = WP_DomRed; break;
94                 case NUM_TEAM_2: msg = WP_DomBlue; break;
95                 case NUM_TEAM_3: msg = WP_DomYellow; break;
96                 case NUM_TEAM_4: msg = WP_DomPink; break;
97         }
98
99         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
100
101         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
102         IL_EACH(g_dompoints, true,
103         {
104                 if (autocvar_g_domination_point_amt)
105                         points = autocvar_g_domination_point_amt;
106                 else
107                         points = it.frags;
108                 if (autocvar_g_domination_point_rate)
109                         wait_time = autocvar_g_domination_point_rate;
110                 else
111                         wait_time = it.wait;
112                 switch(it.goalentity.team)
113                 {
114                         case NUM_TEAM_1: pps_red += points/wait_time; break;
115                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
116                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
117                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
118                 }
119                 total_pps += points/wait_time;
120         });
121
122         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
123         WaypointSprite_Ping(this.sprite);
124
125         this.captime = time;
126
127         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
128 }
129
130 void AnimateDomPoint(entity this)
131 {
132         if(this.pain_finished > time)
133                 return;
134         this.pain_finished = time + this.t_width;
135         if(this.nextthink > this.pain_finished)
136                 this.nextthink = this.pain_finished;
137
138         this.frame = this.frame + 1;
139         if(this.frame > this.t_length)
140                 this.frame = 0;
141 }
142
143 void dompointthink(entity this)
144 {
145         float fragamt;
146
147         this.nextthink = time + 0.1;
148
149         //this.frame = this.frame + 1;
150         //if(this.frame > 119)
151         //      this.frame = 0;
152         AnimateDomPoint(this);
153
154         // give points
155
156         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
157                 return;
158
159         if(autocvar_g_domination_point_rate)
160                 this.delay = time + autocvar_g_domination_point_rate;
161         else
162                 this.delay = time + this.wait;
163
164         // give credit to the team
165         // NOTE: this defaults to 0
166         if (!domination_roundbased)
167         if (this.goalentity.netname != "")
168         {
169                 if(autocvar_g_domination_point_amt)
170                         fragamt = autocvar_g_domination_point_amt;
171                 else
172                         fragamt = this.frags;
173                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
174                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
175
176                 // give credit to the individual player, if he is still there
177                 if (this.enemy.playerid == this.enemy_playerid)
178                 {
179                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
180                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
181                 }
182                 else
183                         this.enemy = NULL;
184         }
185 }
186
187 void dompointtouch(entity this, entity toucher)
188 {
189         if(!IS_PLAYER(toucher))
190                 return;
191         if(GetResourceAmount(toucher, RESOURCE_HEALTH) < 1)
192                 return;
193
194         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
195                 return;
196
197         if(time < this.captime + 0.3)
198                 return;
199
200         // only valid teams can claim it
201         entity head = find(NULL, classname, "dom_team");
202         while (head && head.team != toucher.team)
203                 head = find(head, classname, "dom_team");
204         if (!head || head.netname == "" || head == this.goalentity)
205                 return;
206
207         // delay capture
208
209         this.team = this.goalentity.team; // this stores the PREVIOUS team!
210
211         this.cnt = toucher.team;
212         this.owner = head; // team to switch to after the delay
213         this.dmg_inflictor = toucher;
214
215         // this.state = 1;
216         // this.delay = time + cvar("g_domination_point_capturetime");
217         //this.nextthink = time + cvar("g_domination_point_capturetime");
218         //this.think = dompoint_captured;
219
220         // go to neutral team in the mean time
221         head = find(NULL, classname, "dom_team");
222         while (head && head.netname != "")
223                 head = find(head, classname, "dom_team");
224         if(head == NULL)
225                 return;
226
227         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
228         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
229         WaypointSprite_Ping(this.sprite);
230
231         this.goalentity = head;
232         this.model = head.mdl;
233         this.modelindex = head.dmg;
234         this.skin = head.skin;
235
236         this.enemy = toucher; // individual player scoring
237         this.enemy_playerid = toucher.playerid;
238         dompoint_captured(this);
239 }
240
241 void dom_controlpoint_setup(entity this)
242 {
243         entity head;
244         // find the spawnfunc_dom_team representing unclaimed points
245         head = find(NULL, classname, "dom_team");
246         while(head && head.netname != "")
247                 head = find(head, classname, "dom_team");
248         if (!head)
249                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
250
251         // copy important properties from spawnfunc_dom_team entity
252         this.goalentity = head;
253         _setmodel(this, head.mdl); // precision already set
254         this.skin = head.skin;
255
256         this.cnt = -1;
257
258         if(this.message == "")
259                 this.message = " has captured a control point";
260
261         if(this.frags <= 0)
262                 this.frags = 1;
263         if(this.wait <= 0)
264                 this.wait = 5;
265
266         float points, waittime;
267         if (autocvar_g_domination_point_amt)
268                 points = autocvar_g_domination_point_amt;
269         else
270                 points = this.frags;
271         if (autocvar_g_domination_point_rate)
272                 waittime = autocvar_g_domination_point_rate;
273         else
274                 waittime = this.wait;
275
276         total_pps += points/waittime;
277
278         if(!this.t_width)
279                 this.t_width = 0.02; // frame animation rate
280         if(!this.t_length)
281                 this.t_length = 239; // maximum frame
282
283         setthink(this, dompointthink);
284         this.nextthink = time;
285         settouch(this, dompointtouch);
286         this.solid = SOLID_TRIGGER;
287         if(!this.flags & FL_ITEM)
288                 IL_PUSH(g_items, this);
289         this.flags = FL_ITEM;
290         setsize(this, '-32 -32 -32', '32 32 32');
291         setorigin(this, this.origin + '0 0 20');
292         droptofloor(this);
293
294         waypoint_spawnforitem(this);
295         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
296 }
297
298 int total_control_points;
299 void Domination_count_controlpoints()
300 {
301         total_control_points = 0;
302         for (int i = 1; i <= NUM_TEAMS; ++i)
303         {
304                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
305         }
306         IL_EACH(g_dompoints, true,
307         {
308                 ++total_control_points;
309                 if (!Entity_HasValidTeam(it.goalentity))
310                 {
311                         continue;
312                 }
313                 entity team_ = Entity_GetTeam(it.goalentity);
314                 int num_control_points = Team_GetNumberOfControlPoints(team_);
315                 ++num_control_points;
316                 Team_SetNumberOfControlPoints(team_, num_control_points);
317         });
318 }
319
320 int Domination_GetWinnerTeam()
321 {
322         int winner_team = 0;
323         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
324                 total_control_points)
325         {
326                 winner_team = NUM_TEAM_1;
327         }
328         for (int i = 2; i <= NUM_TEAMS; ++i)
329         {
330                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
331                         total_control_points)
332                 {
333                         if (winner_team != 0)
334                         {
335                                 return 0;
336                         }
337                         winner_team = Team_IndexToTeam(i);
338                 }
339         }
340         if (winner_team)
341         {
342                 return winner_team;
343         }
344         return -1; // no control points left?
345 }
346
347 bool Domination_CheckWinner()
348 {
349         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
350         {
351                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
352                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
353
354                 game_stopped = true;
355                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
356                 return true;
357         }
358
359         Domination_count_controlpoints();
360
361         float winner_team = Domination_GetWinnerTeam();
362
363         if(winner_team == -1)
364                 return false;
365
366         if(winner_team > 0)
367         {
368                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
369                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
370                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
371         }
372         else if(winner_team == -1)
373         {
374                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
375                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
376         }
377
378         game_stopped = true;
379         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
380
381         return true;
382 }
383
384 bool Domination_CheckPlayers()
385 {
386         return true;
387 }
388
389 void Domination_RoundStart()
390 {
391         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
392 }
393
394 //go to best items, or control points you don't own
395 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
396 {
397         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
398         {
399                 if(it.cnt > -1) // this is just being fought
400                         navigation_routerating(this, it, ratingscale, 5000);
401                 else if(it.goalentity.cnt == 0) // unclaimed
402                         navigation_routerating(this, it, ratingscale, 5000);
403                 else if(it.goalentity.team != this.team) // other team's point
404                         navigation_routerating(this, it, ratingscale, 5000);
405         });
406 }
407
408 void havocbot_role_dom(entity this)
409 {
410         if(IS_DEAD(this))
411                 return;
412
413         if (navigation_goalrating_timeout(this))
414         {
415                 navigation_goalrating_start(this);
416                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
417                 havocbot_goalrating_items(this, 20000, this.origin, 8000);
418                 //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
419                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
420                 navigation_goalrating_end(this);
421
422                 navigation_goalrating_timeout_set(this);
423         }
424 }
425
426 MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
427 {
428         // fallback?
429         M_ARGV(0, float) = domination_teams;
430         string ret_string = "dom_team";
431
432         entity head = find(NULL, classname, ret_string);
433         while(head)
434         {
435                 if(head.netname != "")
436                 {
437                         if (Team_IsValidTeam(head.team))
438                         {
439                                 M_ARGV(0, float) |= Team_TeamToBit(head.team);
440                         }
441                 }
442
443                 head = find(head, classname, ret_string);
444         }
445
446         M_ARGV(1, string) = string_null;
447
448         return true;
449 }
450
451 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
452 {
453         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
454         FOREACH_CLIENT(IS_PLAYER(it), {
455                 PutClientInServer(it);
456                 if(domination_roundbased)
457                         it.player_blocked = 1;
458                 if(IS_REAL_CLIENT(it))
459                         set_dom_state(it);
460         });
461         return true;
462 }
463
464 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
465 {
466         entity player = M_ARGV(0, entity);
467
468         if(domination_roundbased)
469         if(!round_handler_IsRoundStarted())
470                 player.player_blocked = 1;
471         else
472                 player.player_blocked = 0;
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 }