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1 void onslaught_generator_updatesprite(entity e);
2 void onslaught_controlpoint_updatesprite(entity e);
3 void onslaught_link_checkupdate();
4
5 .entity sprite;
6 .string target2;
7 .float iscaptured;
8 .float islinked;
9 .float isgenneighbor_red;
10 .float isgenneighbor_blue;
11 .float iscpneighbor_red;
12 .float iscpneighbor_blue;
13 .float isshielded;
14 .float lasthealth;
15 .float lastteam;
16 .float lastshielded;
17 .float lastcaptured;
18
19 .string model1, model2, model3;
20
21 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
22 {
23         self.velocity = self.velocity + vforce;
24 }
25
26 .float giblifetime;
27 void ons_throwgib_think()
28 {
29         float d;
30
31         self.nextthink = time + 0.05;
32
33         d = self.giblifetime - time;
34
35         if(d<0)
36         {
37                 self.think = SUB_Remove;
38                 return;
39         }
40         if(d<1)
41                 self.alpha = d;
42
43         if(d>2)
44         if(random()<0.6)
45                 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
46 };
47
48 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
49 {
50         local entity gib;
51
52         gib = spawn();
53
54         setmodel(gib, smodel);
55         setorigin(gib, v_from);
56         gib.solid = SOLID_BBOX;
57         gib.movetype = MOVETYPE_BOUNCE;
58         gib.takedamage = DAMAGE_YES;
59         gib.event_damage = ons_gib_damage;
60         gib.health = -1;
61         gib.effects = EF_LOWPRECISION;
62         gib.flags = FL_NOTARGET;
63         gib.velocity = v_to;
64         gib.giblifetime = time + f_lifetime;
65
66         if (b_burn)
67         {
68                 gib.think = ons_throwgib_think;
69                 gib.nextthink = time + 0.05;
70         }
71         else
72                 SUB_SetFade(gib, gib.giblifetime, 2);
73 };
74
75 void onslaught_updatelinks()
76 {
77         local entity l, links;
78         local float stop, t1, t2, t3, t4;
79         // first check if the game has ended
80         dprint("--- updatelinks ---\n");
81         links = findchain(classname, "onslaught_link");
82         // mark generators as being shielded and networked
83         l = findchain(classname, "onslaught_generator");
84         while (l)
85         {
86                 if (l.iscaptured)
87                         dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
88                 else
89                         dprint(etos(l), " (generator) is destroyed\n");
90                 l.islinked = l.iscaptured;
91                 l.isshielded = l.iscaptured;
92                 l = l.chain;
93         }
94         // mark points as shielded and not networked
95         l = findchain(classname, "onslaught_controlpoint");
96         while (l)
97         {
98                 l.islinked = FALSE;
99                 l.isshielded = TRUE;
100                 l.isgenneighbor_red = FALSE;
101                 l.isgenneighbor_blue = FALSE;
102                 l.iscpneighbor_red = FALSE;
103                 l.iscpneighbor_blue = FALSE;
104                 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
105                 l = l.chain;
106         }
107         // flow power outward from the generators through the network
108         l = links;
109         while (l)
110         {
111                 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
112                 l = l.chain;
113         }
114         stop = FALSE;
115         while (!stop)
116         {
117                 stop = TRUE;
118                 l = links;
119                 while (l)
120                 {
121                         // if both points are captured by the same team, and only one of
122                         // them is powered, mark the other one as powered as well
123                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
124                                 if (l.enemy.islinked != l.goalentity.islinked)
125                                         if (l.enemy.team == l.goalentity.team)
126                                         {
127                                                 if (!l.goalentity.islinked)
128                                                 {
129                                                         stop = FALSE;
130                                                         l.goalentity.islinked = TRUE;
131                                                         dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
132                                                 }
133                                                 else if (!l.enemy.islinked)
134                                                 {
135                                                         stop = FALSE;
136                                                         l.enemy.islinked = TRUE;
137                                                         dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
138                                                 }
139                                         }
140                         l = l.chain;
141                 }
142         }
143         // now that we know which points are powered we can mark their neighbors
144         // as unshielded if team differs
145         l = links;
146         while (l)
147         {
148                 if (l.goalentity.islinked)
149                 {
150                         if (l.goalentity.team != l.enemy.team)
151                         {
152                                 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
153                                 l.enemy.isshielded = FALSE;
154                         }
155                         if(l.goalentity.classname == "onslaught_generator")
156                         {
157                                 if(l.goalentity.team == COLOR_TEAM1)
158                                         l.enemy.isgenneighbor_red = TRUE;
159                                 else if(l.goalentity.team == COLOR_TEAM2)
160                                         l.enemy.isgenneighbor_blue = TRUE;
161                         }
162                         else
163                         {
164                                 if(l.goalentity.team == COLOR_TEAM1)
165                                         l.enemy.iscpneighbor_red = TRUE;
166                                 else if(l.goalentity.team == COLOR_TEAM2)
167                                         l.enemy.iscpneighbor_blue = TRUE;
168                         }
169                 }
170                 if (l.enemy.islinked)
171                 {
172                         if (l.goalentity.team != l.enemy.team)
173                         {
174                                 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
175                                 l.goalentity.isshielded = FALSE;
176                         }
177                         if(l.enemy.classname == "onslaught_generator")
178                         {
179                                 if(l.enemy.team == COLOR_TEAM1)
180                                         l.goalentity.isgenneighbor_red = TRUE;
181                                 else if(l.enemy.team == COLOR_TEAM2)
182                                         l.goalentity.isgenneighbor_blue = TRUE;
183                         }
184                         else
185                         {
186                                 if(l.enemy.team == COLOR_TEAM1)
187                                         l.goalentity.iscpneighbor_red = TRUE;
188                                 else if(l.enemy.team == COLOR_TEAM2)
189                                         l.goalentity.iscpneighbor_blue = TRUE;
190                         }
191                 }
192                 l = l.chain;
193         }
194         // now update the takedamage and alpha variables on generator shields
195         l = findchain(classname, "onslaught_generator");
196         while (l)
197         {
198                 if (l.isshielded)
199                 {
200                         dprint(etos(l), " (generator) is shielded\n");
201                         l.enemy.alpha = 1;
202                         l.takedamage = DAMAGE_NO;
203                         l.bot_attack = FALSE;
204                 }
205                 else
206                 {
207                         dprint(etos(l), " (generator) is not shielded\n");
208                         l.enemy.alpha = -1;
209                         l.takedamage = DAMAGE_AIM;
210                         l.bot_attack = TRUE;
211                 }
212                 l = l.chain;
213         }
214         // now update the takedamage and alpha variables on control point icons
215         l = findchain(classname, "onslaught_controlpoint");
216         while (l)
217         {
218                 if (l.isshielded)
219                 {
220                         dprint(etos(l), " (point) is shielded\n");
221                         l.enemy.alpha = 1;
222                         if (l.goalentity)
223                         {
224                                 l.goalentity.takedamage = DAMAGE_NO;
225                                 l.goalentity.bot_attack = FALSE;
226                         }
227                 }
228                 else
229                 {
230                         dprint(etos(l), " (point) is not shielded\n");
231                         l.enemy.alpha = -1;
232                         if (l.goalentity)
233                         {
234                                 l.goalentity.takedamage = DAMAGE_AIM;
235                                 l.goalentity.bot_attack = TRUE;
236                         }
237                 }
238                 onslaught_controlpoint_updatesprite(l);
239                 l = l.chain;
240         }
241         // count generators owned by each team
242         t1 = t2 = t3 = t4 = 0;
243         l = findchain(classname, "onslaught_generator");
244         while (l)
245         {
246                 if (l.iscaptured)
247                 {
248                         if (l.team == COLOR_TEAM1) t1 = 1;
249                         if (l.team == COLOR_TEAM2) t2 = 1;
250                         if (l.team == COLOR_TEAM3) t3 = 1;
251                         if (l.team == COLOR_TEAM4) t4 = 1;
252                 }
253                 onslaught_generator_updatesprite(l);
254                 l = l.chain;
255         }
256         // see if multiple teams remain (if not, it's game over)
257         if (t1 + t2 + t3 + t4 < 2)
258                 dprint("--- game over ---\n");
259         else
260                 dprint("--- done updating links ---\n");
261 };
262
263 float onslaught_controlpoint_can_be_linked(entity cp, float t)
264 {
265         if(t == COLOR_TEAM1)
266         {
267                 if(cp.isgenneighbor_red)
268                         return 2;
269                 if(cp.iscpneighbor_red)
270                         return 1;
271         }
272         else if(t == COLOR_TEAM2)
273         {
274                 if(cp.isgenneighbor_blue)
275                         return 2;
276                 if(cp.iscpneighbor_blue)
277                         return 1;
278         }
279         return 0;
280         /*
281            entity e;
282         // check to see if this player has a legitimate claim to capture this
283         // control point - more specifically that there is a captured path of
284         // points leading back to the team generator
285         e = findchain(classname, "onslaught_link");
286         while (e)
287         {
288         if (e.goalentity == cp)
289         {
290         dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
291         if (e.enemy.islinked)
292         {
293         dprint(" which is linked");
294         if (e.enemy.team == t)
295         {
296         dprint(" and has the correct team!\n");
297         return 1;
298         }
299         else
300         dprint(" but has the wrong team\n");
301         }
302         else
303         dprint("\n");
304         }
305         else if (e.enemy == cp)
306         {
307         dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
308         if (e.goalentity.islinked)
309         {
310         dprint(" which is linked");
311         if (e.goalentity.team == t)
312         {
313         dprint(" and has a team!\n");
314         return 1;
315         }
316         else
317         dprint(" but has the wrong team\n");
318         }
319         else
320         dprint("\n");
321         }
322         e = e.chain;
323         }
324         return 0;
325          */
326 }
327
328 float onslaught_controlpoint_attackable(entity cp, float t)
329         // -2: SAME TEAM, attackable by enemy!
330         // -1: SAME TEAM!
331         // 0: off limits
332         // 1: attack it
333         // 2: touch it
334         // 3: attack it (HIGH PRIO)
335         // 4: touch it (HIGH PRIO)
336 {
337         float a;
338
339         if(cp.isshielded)
340         {
341                 return 0;
342         }
343         else if(cp.goalentity)
344         {
345                 // if there's already an icon built, nothing happens
346                 if(cp.team == t)
347                 {
348                         a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
349                         if(a) // attackable by enemy?
350                                 return -2; // EMERGENCY!
351                         return -1;
352                 }
353                 // we know it can be linked, so no need to check
354                 // but...
355                 a = onslaught_controlpoint_can_be_linked(cp, t);
356                 if(a == 2) // near our generator?
357                         return 3; // EMERGENCY!
358                 return 1;
359         }
360         else
361         {
362                 // free point
363                 if(onslaught_controlpoint_can_be_linked(cp, t))
364                 {
365                         a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
366                         if(a == 2)
367                                 return 4; // GET THIS ONE NOW!
368                         else
369                                 return 2; // TOUCH ME
370                 }
371         }
372         return 0;
373 }
374
375 float overtime_msg_time;
376 void onslaught_generator_think()
377 {
378         local float d;
379         local entity e;
380         self.nextthink = ceil(time + 1);
381         if (!gameover)
382         {
383                 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
384                 {
385                         if (!overtime_msg_time)
386                         {
387                                 FOR_EACH_PLAYER(e)
388                                         centerprint(e, "^3Now playing ^1OVERTIME^3!\n^3Generators start now to self-damaging.\n^3The more control points your team holds,\n^3the more damage the enemy generator gets.");
389                                 overtime_msg_time = time;
390                         }
391                         // self.max_health / 300 gives 5 minutes of overtime.
392                         // control points reduce the overtime duration.
393                         sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
394                         d = 1;
395                         e = findchain(classname, "onslaught_controlpoint");
396                         while (e)
397                         {
398                                 if (e.team != self.team)
399                                         if (e.islinked)
400                                                 d = d + 1;
401                                 e = e.chain;
402                         }
403                         d = d * self.max_health / 300;
404                         Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
405                 }
406                 else if (overtime_msg_time)
407                         overtime_msg_time = 0;
408         }
409 };
410
411 void onslaught_generator_ring_spawn(vector org)
412 {
413         modeleffect_spawn("models/onslaught/shockwavetransring.md3", 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, -16, 0.1, 1.25, 0.25);
414 };
415
416 void onslaught_generator_ray_think()
417 {
418         self.nextthink = time + 0.05;
419         if(self.count > 10)
420         {
421                 self.think = SUB_Remove;
422                 return;
423         }
424
425         if(self.count > 5)
426                 self.alpha -= 0.1;
427         else
428                 self.alpha += 0.1;
429
430         self.scale += 0.2;
431         self.count +=1;
432 };
433
434 void onslaught_generator_ray_spawn(vector org)
435 {
436         entity e;
437         e = spawn();
438         setmodel(e, "models/onslaught/ons_ray.md3");
439         setorigin(e, org);
440         e.angles = randomvec() * 360;
441         e.alpha = 0;
442         e.scale = random() * 5 + 8;
443         e.think = onslaught_generator_ray_think;
444         e.nextthink = time + 0.05;
445 };
446
447 void onslaught_generator_shockwave_spawn(vector org)
448 {
449         shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
450 };
451
452 void onslaught_generator_damage_think()
453 {
454         if(self.owner.health < 0)
455         {
456                 self.think = SUB_Remove;
457                 return;
458         }
459         self.nextthink = time+0.1;
460
461         // damaged fx (less probable the more damaged is the generator)
462         if(random() < 0.9 - self.owner.health / self.owner.max_health)
463                 if(random() < 0.01)
464                 {
465                         pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
466                         sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
467                 }
468                 else
469                         pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
470 };
471
472 void onslaught_generator_damage_spawn(entity gd_owner)
473 {
474         entity e;
475         e = spawn();
476         e.owner = gd_owner;
477         e.health = self.owner.health;
478         setorigin(e, gd_owner.origin);
479         e.think = onslaught_generator_damage_think;
480         e.nextthink = time+1;
481 };
482
483 void onslaught_generator_deaththink()
484 {
485         local vector org;
486         local float i;
487
488         if not (self.count)
489                 self.count = 40;
490
491         // White shockwave
492         if(self.count==40||self.count==20)
493         {
494                 onslaught_generator_ring_spawn(self.origin);
495                 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
496         }
497
498         // Throw some gibs
499         if(random() < 0.3)
500         {
501                 i = random();
502                 if(i < 0.3)
503                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
504                 else if(i > 0.7)
505                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
506                 else
507                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
508         }
509
510         // Spawn fire balls
511         for(i=0;i < 10;++i)
512         {
513                 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
514                 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
515         }
516
517         // Short explosion sound + small explosion
518         if(random() < 0.25)
519         {
520                 te_explosion(self.origin);
521                 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
522         }
523
524         // Particles
525         org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
526         pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
527
528         // rays
529         if(random() > 0.25 )
530         {
531                 onslaught_generator_ray_spawn(self.origin);
532         }
533
534         // Final explosion
535         if(self.count==1)
536         {
537                 org = self.origin;
538                 te_explosion(org);
539                 onslaught_generator_shockwave_spawn(org);
540                 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
541                 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
542         }
543         else
544                 self.nextthink = time + 0.05;
545
546         self.count = self.count - 1;
547 };
548
549 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
550 {
551         local float i;
552         if (damage <= 0)
553                 return;
554         if(inWarmupStage)
555                 return;
556         if (attacker != self)
557         {
558                 if (self.isshielded)
559                 {
560                         // this is protected by a shield, so ignore the damage
561                         if (time > self.pain_finished)
562                                 if (attacker.classname == "player")
563                                 {
564                                         play2(attacker, "onslaught/damageblockedbyshield.wav");
565                                         self.pain_finished = time + 1;
566                                 }
567                         return;
568                 }
569                 if (time > self.pain_finished)
570                 {
571                         self.pain_finished = time + 10;
572                         bprint(ColoredTeamName(self.team), " generator under attack!\n");
573                         play2team(self.team, "onslaught/generator_underattack.wav");
574                 }
575         }
576         self.health = self.health - damage;
577         WaypointSprite_UpdateHealth(self.sprite, self.health);
578         // choose an animation frame based on health
579         self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
580         // see if the generator is still functional, or dying
581         if (self.health > 0)
582         {
583 #ifdef ONSLAUGHT_SPAM
584                 float h, lh;
585                 lh = ceil(self.lasthealth / 100) * 100;
586                 h = ceil(self.health / 100) * 100;
587                 if(lh != h)
588                         bprint(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
589 #endif
590                 self.lasthealth = self.health;
591         }
592         else if not(inWarmupStage)
593         {
594                 if (attacker == self)
595                         bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
596                 else
597                 {
598                         string t;
599                         t = ColoredTeamName(attacker.team);
600                         bprint(ColoredTeamName(self.team), " generator destroyed by ", t, "!\n");
601                 }
602                 self.iscaptured = FALSE;
603                 self.islinked = FALSE;
604                 self.isshielded = FALSE;
605                 self.takedamage = DAMAGE_NO; // can't be hurt anymore
606                 self.event_damage = SUB_Null; // won't do anything if hurt
607                 self.count = 0; // reset counter
608                 self.think = onslaught_generator_deaththink; // explosion sequence
609                 self.nextthink = time; // start exploding immediately
610                 self.think(); // do the first explosion now
611
612                 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
613
614                 onslaught_updatelinks();
615         }
616
617         if(self.health <= 0)
618                 setmodel(self, "models/onslaught/generator_dead.md3");
619         else if(self.health < self.max_health * 0.10)
620                 setmodel(self, "models/onslaught/generator_dmg9.md3");
621         else if(self.health < self.max_health * 0.20)
622                 setmodel(self, "models/onslaught/generator_dmg8.md3");
623         else if(self.health < self.max_health * 0.30)
624                 setmodel(self, "models/onslaught/generator_dmg7.md3");
625         else if(self.health < self.max_health * 0.40)
626                 setmodel(self, "models/onslaught/generator_dmg6.md3");
627         else if(self.health < self.max_health * 0.50)
628                 setmodel(self, "models/onslaught/generator_dmg5.md3");
629         else if(self.health < self.max_health * 0.60)
630                 setmodel(self, "models/onslaught/generator_dmg4.md3");
631         else if(self.health < self.max_health * 0.70)
632                 setmodel(self, "models/onslaught/generator_dmg3.md3");
633         else if(self.health < self.max_health * 0.80)
634                 setmodel(self, "models/onslaught/generator_dmg2.md3");
635         else if(self.health < self.max_health * 0.90)
636                 setmodel(self, "models/onslaught/generator_dmg1.md3");
637         setsize(self, '-52 -52 -14', '52 52 75');
638
639         // Throw some flaming gibs on damage, more damage = more chance for gib
640         if(random() < damage/220)
641         {
642                 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
643                 i = random();
644                 if(i < 0.3)
645                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
646                 else if(i > 0.7)
647                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
648                 else
649                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
650         }
651         else
652         {
653                 // particles on every hit
654                 pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
655
656                 //sound on every hit
657                 if (random() < 0.5)
658                         sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
659                 else
660                         sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
661         }
662
663         //throw some gibs on damage
664         if(random() < damage/200+0.2)
665                 if(random() < 0.5)
666                         ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
667 };
668
669 // update links after a delay
670 void onslaught_generator_delayed()
671 {
672         onslaught_updatelinks();
673         // now begin normal thinking
674         self.think = onslaught_generator_think;
675         self.nextthink = time;
676 };
677
678 string onslaught_generator_waypointsprite_for_team(entity e, float t)
679 {
680         if(t == e.team)
681         {
682                 if(e.team == COLOR_TEAM1)
683                         return "ons-gen-red";
684                 else if(e.team == COLOR_TEAM2)
685                         return "ons-gen-blue";
686         }
687         if(e.isshielded)
688                 return "ons-gen-shielded";
689         if(e.team == COLOR_TEAM1)
690                 return "ons-gen-red";
691         else if(e.team == COLOR_TEAM2)
692                 return "ons-gen-blue";
693         return "";
694 }
695
696 void onslaught_generator_updatesprite(entity e)
697 {
698         string s1, s2, s3;
699         s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
700         s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
701         s3 = onslaught_generator_waypointsprite_for_team(e, -1);
702         WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
703
704         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
705         {
706                 e.lastteam = e.team + 2;
707                 e.lastshielded = e.isshielded;
708                 if(e.lastshielded)
709                 {
710                         if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
711                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
712                         else
713                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
714                 }
715                 else
716                 {
717                         if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
718                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
719                         else
720                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
721                 }
722                 WaypointSprite_Ping(e.sprite);
723         }
724 }
725
726 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
727 {
728         float a;
729         if(t != -1)
730         {
731                 a = onslaught_controlpoint_attackable(e, t);
732                 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
733                 {
734                         if(e.team == COLOR_TEAM1)
735                                 return "ons-cp-atck-red";
736                         else if(e.team == COLOR_TEAM2)
737                                 return "ons-cp-atck-blue";
738                         else
739                                 return "ons-cp-atck-neut";
740                 }
741                 else if(a == -2) // DEFEND THIS ONE NOW
742                 {
743                         if(e.team == COLOR_TEAM1)
744                                 return "ons-cp-dfnd-red";
745                         else if(e.team == COLOR_TEAM2)
746                                 return "ons-cp-dfnd-blue";
747                 }
748                 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
749                 {
750                         if(e.team == COLOR_TEAM1)
751                                 return "ons-cp-red";
752                         else if(e.team == COLOR_TEAM2)
753                                 return "ons-cp-blue";
754                 }
755                 else if(a == 2) // touch it
756                         return "ons-cp-neut";
757         }
758         else
759         {
760                 if(e.team == COLOR_TEAM1)
761                         return "ons-cp-red";
762                 else if(e.team == COLOR_TEAM2)
763                         return "ons-cp-blue";
764                 else
765                         return "ons-cp-neut";
766         }
767         return "";
768 }
769
770 void onslaught_controlpoint_updatesprite(entity e)
771 {
772         string s1, s2, s3;
773         s1 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM1);
774         s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
775         s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
776         WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
777
778         float sh;
779         sh = !(onslaught_controlpoint_can_be_linked(e, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
780
781         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
782         {
783                 if(e.iscaptured) // don't mess up build bars!
784                 {
785                         if(sh)
786                         {
787                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
788                         }
789                         else
790                         {
791                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
792                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
793                         }
794                 }
795                 if(e.lastshielded)
796                 {
797                         if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
798                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
799                         else
800                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
801                 }
802                 else
803                 {
804                         if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
805                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
806                         else
807                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
808                 }
809                 WaypointSprite_Ping(e.sprite);
810
811                 e.lastteam = e.team + 2;
812                 e.lastshielded = sh;
813                 e.lastcaptured = e.iscaptured;
814         }
815 }
816
817 void onslaught_generator_reset()
818 {
819         self.team = self.team_saved;
820         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
821         self.takedamage = DAMAGE_AIM;
822         self.bot_attack = TRUE;
823         self.iscaptured = TRUE;
824         self.islinked = TRUE;
825         self.isshielded = TRUE;
826         self.enemy.solid = SOLID_NOT;
827         self.think = onslaught_generator_delayed;
828         self.nextthink = time + 0.2;
829         setmodel(self, "models/onslaught/generator.md3");
830         setsize(self, '-52 -52 -14', '52 52 75');
831
832         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
833         WaypointSprite_UpdateHealth(self.sprite, self.health);
834 }
835
836 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
837   Base generator.
838
839   spawnfunc_onslaught_link entities can target this.
840
841 keys:
842 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
843 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
844  */
845 void spawnfunc_onslaught_generator()
846 {
847         if (!g_onslaught)
848         {
849                 remove(self);
850                 return;
851         }
852
853         local entity e;
854         precache_model("models/onslaught/generator.md3");
855         precache_model("models/onslaught/generator_shield.md3");
856         precache_model("models/onslaught/generator_dmg1.md3");
857         precache_model("models/onslaught/generator_dmg2.md3");
858         precache_model("models/onslaught/generator_dmg3.md3");
859         precache_model("models/onslaught/generator_dmg4.md3");
860         precache_model("models/onslaught/generator_dmg5.md3");
861         precache_model("models/onslaught/generator_dmg6.md3");
862         precache_model("models/onslaught/generator_dmg7.md3");
863         precache_model("models/onslaught/generator_dmg8.md3");
864         precache_model("models/onslaught/generator_dmg9.md3");
865         precache_model("models/onslaught/generator_dead.md3");
866         precache_model("models/onslaught/shockwave.md3");
867         precache_model("models/onslaught/shockwavetransring.md3");
868         precache_model("models/onslaught/gen_gib1.md3");
869         precache_model("models/onslaught/gen_gib2.md3");
870         precache_model("models/onslaught/gen_gib3.md3");
871         precache_model("models/onslaught/ons_ray.md3");
872         precache_sound("onslaught/generator_decay.wav");
873         precache_sound("weapons/grenade_impact.wav");
874         precache_sound("weapons/rocket_impact.wav");
875         precache_sound("onslaught/generator_underattack.wav");
876         precache_sound("onslaught/shockwave.wav");
877         precache_sound("onslaught/ons_hit1.wav");
878         precache_sound("onslaught/ons_hit2.wav");
879         precache_sound("onslaught/electricity_explode.wav");
880         if (!self.team)
881                 objerror("team must be set");
882         self.team_saved = self.team;
883         self.colormap = 1024 + (self.team - 1) * 17;
884         self.solid = SOLID_BBOX;
885         self.movetype = MOVETYPE_NONE;
886         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
887         setmodel(self, "models/onslaught/generator.md3");
888         setsize(self, '-52 -52 -14', '52 52 75');
889         setorigin(self, self.origin);
890         self.takedamage = DAMAGE_AIM;
891         self.bot_attack = TRUE;
892         self.event_damage = onslaught_generator_damage;
893         self.iscaptured = TRUE;
894         self.islinked = TRUE;
895         self.isshielded = TRUE;
896         // helper entity that create fx when generator is damaged
897         onslaught_generator_damage_spawn(self);
898         // spawn shield model which indicates whether this can be damaged
899         self.enemy = e = spawn();
900         e.classname = "onslaught_generator_shield";
901         e.solid = SOLID_NOT;
902         e.movetype = MOVETYPE_NONE;
903         e.effects = EF_ADDITIVE;
904         setmodel(e, "models/onslaught/generator_shield.md3");
905         setorigin(e, self.origin);
906         e.colormap = self.colormap;
907         e.team = self.team;
908         self.think = onslaught_generator_delayed;
909         self.nextthink = time + 0.2;
910         InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
911
912         WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite, RADARICON_NONE, '0 0 0');
913         WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
914         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
915         WaypointSprite_UpdateHealth(self.sprite, self.health);
916
917         waypoint_spawnforitem(self);
918
919         onslaught_updatelinks();
920
921         self.reset = onslaught_generator_reset;
922 };
923
924 .float waslinked;
925 .float cp_bob_spd;
926 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
927
928 float ons_notification_time_team1;
929 float ons_notification_time_team2;
930
931 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
932 {
933         entity oself;
934         float nag;
935
936         if (damage <= 0)
937                 return;
938         if (self.owner.isshielded)
939         {
940                 // this is protected by a shield, so ignore the damage
941                 if (time > self.pain_finished)
942                         if (attacker.classname == "player")
943                         {
944                                 play2(attacker, "onslaught/damageblockedbyshield.wav");
945                                 self.pain_finished = time + 1;
946                         }
947                 return;
948         }
949
950         if (attacker.classname == "player")
951         {
952                 if(self.team == COLOR_TEAM1)
953                 {
954                         if(time - ons_notification_time_team1 > 10)
955                         {
956                                 nag = TRUE;
957                                 ons_notification_time_team1 = time;
958                         }
959                 }
960                 else if(self.team == COLOR_TEAM2)
961                 {
962                         if(time - ons_notification_time_team2 > 10)
963                         {
964                                 nag = TRUE;
965                                 ons_notification_time_team2 = time;
966                         }
967                 }
968                 else
969                         nag = TRUE;
970
971                 if(nag)
972                         play2team(self.team, "onslaught/controlpoint_underattack.wav");
973         }
974
975         self.health = self.health - damage;
976         if(self.owner.iscaptured)
977                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
978         else
979                 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
980         self.pain_finished = time + 1;
981         self.punchangle = (2 * randomvec() - '1 1 1') * 45;
982         self.cp_bob_dmg_z = (2 * random() - 1) * 15;
983         // colormod flash when shot
984         self.colormod = '2 2 2';
985         // particles on every hit
986         pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
987         //sound on every hit
988         if (random() < 0.5)
989                 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
990         else
991                 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
992
993         if (self.health < 0)
994         {
995                 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
996                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
997                 {
998                         string t;
999                         t = ColoredTeamName(attacker.team);
1000                         bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1001                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
1002                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1003                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1004                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1005                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1006                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1007                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1008                 }
1009                 self.owner.goalentity = world;
1010                 self.owner.islinked = FALSE;
1011                 self.owner.iscaptured = FALSE;
1012                 self.owner.team = 0;
1013                 self.owner.colormap = 1024;
1014
1015                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1016
1017                 onslaught_updatelinks();
1018
1019                 // Use targets now (somebody make sure this is in the right place..)
1020                 oself = self;
1021                 self = self.owner;
1022                 activator = self;
1023                 SUB_UseTargets ();
1024                 self = oself;
1025
1026
1027                 self.owner.waslinked = self.owner.islinked;
1028                 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1029                         setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1030                 //setsize(self, '-32 -32 0', '32 32 8');
1031
1032                 remove(self);
1033         }
1034 };
1035
1036 void onslaught_controlpoint_icon_think()
1037 {
1038         entity oself;
1039         self.nextthink = time + sys_frametime;
1040         if (time > self.pain_finished + 5)
1041         {
1042                 if(self.health < self.max_health)
1043                 {
1044                         self.health = self.health + self.count;
1045                         if (self.health >= self.max_health)
1046                                 self.health = self.max_health;
1047                         WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1048                 }
1049         }
1050         if (self.health < self.max_health * 0.25)
1051                 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1052         else if (self.health < self.max_health * 0.50)
1053                 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1054         else if (self.health < self.max_health * 0.75)
1055                 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1056         else if (self.health < self.max_health * 0.90)
1057                 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1058         // colormod flash when shot
1059         self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1060
1061         if(self.owner.islinked != self.owner.waslinked)
1062         {
1063                 // unteam the spawnpoint if needed
1064                 float t;
1065                 t = self.owner.team;
1066                 if(!self.owner.islinked)
1067                         self.owner.team = 0;
1068
1069                 oself = self;
1070                 self = self.owner;
1071                 activator = self;
1072                 SUB_UseTargets ();
1073                 self = oself;
1074
1075                 self.owner.team = t;
1076
1077                 self.owner.waslinked = self.owner.islinked;
1078         }
1079
1080         if (self.punchangle_x > 0)
1081         {
1082                 self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
1083                 if (self.punchangle_x < 0)
1084                         self.punchangle_x = 0;
1085         }
1086         else if (self.punchangle_x < 0)
1087         {
1088                 self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
1089                 if (self.punchangle_x > 0)
1090                         self.punchangle_x = 0;
1091         }
1092
1093         if (self.punchangle_y > 0)
1094         {
1095                 self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
1096                 if (self.punchangle_y < 0)
1097                         self.punchangle_y = 0;
1098         }
1099         else if (self.punchangle_y < 0)
1100         {
1101                 self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
1102                 if (self.punchangle_y > 0)
1103                         self.punchangle_y = 0;
1104         }
1105
1106         if (self.punchangle_z > 0)
1107         {
1108                 self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
1109                 if (self.punchangle_z < 0)
1110                         self.punchangle_z = 0;
1111         }
1112         else if (self.punchangle_z < 0)
1113         {
1114                 self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
1115                 if (self.punchangle_z > 0)
1116                         self.punchangle_z = 0;
1117         }
1118
1119         self.angles_x = self.punchangle_x;
1120         self.angles_y = self.punchangle_y + self.mangle_y;
1121         self.angles_z = self.punchangle_z;
1122         self.mangle_y = self.mangle_y + 45 * sys_frametime;
1123
1124         self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1125         self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1126         if(self.cp_bob_dmg_z > 0)
1127                 self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
1128         else
1129                 self.cp_bob_dmg_z = 0;
1130         setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1131
1132         // damaged fx
1133         if(random() < 0.6 - self.health / self.max_health)
1134         {
1135                 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1136
1137                 if(random() > 0.8)
1138                         sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
1139                 else if (random() > 0.5)
1140                         sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
1141         }
1142 };
1143
1144 void onslaught_controlpoint_icon_buildthink()
1145 {
1146         local entity oself;
1147         float a;
1148
1149         self.nextthink = time + sys_frametime;
1150
1151         // only do this if there is power
1152         a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1153         if(!a)
1154                 return;
1155
1156         self.health = self.health + self.count;
1157
1158         if (self.health >= self.max_health)
1159         {
1160                 self.health = self.max_health;
1161                 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1162                 self.think = onslaught_controlpoint_icon_think;
1163                 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
1164                 bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
1165                 self.owner.iscaptured = TRUE;
1166
1167                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1168                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1169
1170                 onslaught_updatelinks();
1171
1172                 // Use targets now (somebody make sure this is in the right place..)
1173                 oself = self;
1174                 self = self.owner;
1175                 activator = self;
1176                 SUB_UseTargets ();
1177                 self = oself;
1178                 self.cp_origin = self.origin;
1179                 self.cp_bob_origin = '0 0 0.1';
1180                 self.cp_bob_spd = 0;
1181         }
1182         self.alpha = self.health / self.max_health;
1183         // colormod flash when shot
1184         self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1185         if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1186                 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1187         //setsize(self, '-32 -32 0', '32 32 8');
1188
1189         if(random() < 0.9 - self.health / self.max_health)
1190                 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1191 };
1192
1193
1194
1195
1196 void onslaught_controlpoint_touch()
1197 {
1198         local entity e;
1199         float a;
1200         if (other.classname != "player")
1201                 return;
1202         a = onslaught_controlpoint_attackable(self, other.team);
1203         if(a != 2 && a != 4)
1204                 return;
1205         // we've verified that this player has a legitimate claim to this point,
1206         // so start building the captured point icon (which only captures this
1207         // point if it successfully builds without being destroyed first)
1208         self.goalentity = e = spawn();
1209         e.classname = "onslaught_controlpoint_icon";
1210         e.owner = self;
1211         e.max_health = autocvar_g_onslaught_cp_health;
1212         e.health = autocvar_g_onslaught_cp_buildhealth;
1213         e.solid = SOLID_BBOX;
1214         e.movetype = MOVETYPE_NONE;
1215         setmodel(e, "models/onslaught/controlpoint_icon.md3");
1216         setsize(e, '-32 -32 -32', '32 32 32');
1217         setorigin(e, self.origin + '0 0 96');
1218         e.takedamage = DAMAGE_AIM;
1219         e.bot_attack = TRUE;
1220         e.event_damage = onslaught_controlpoint_icon_damage;
1221         e.team = other.team;
1222         e.colormap = 1024 + (e.team - 1) * 17;
1223         e.think = onslaught_controlpoint_icon_buildthink;
1224         e.nextthink = time + sys_frametime;
1225         e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1226         sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
1227         self.team = e.team;
1228         self.colormap = e.colormap;
1229         WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1230         onslaught_updatelinks();
1231 };
1232
1233 void onslaught_controlpoint_reset()
1234 {
1235         if(self.goalentity && self.goalentity != world)
1236                 remove(self.goalentity);
1237         self.goalentity = world;
1238         self.team = 0;
1239         self.colormap = 1024;
1240         self.iscaptured = FALSE;
1241         self.islinked = FALSE;
1242         self.isshielded = TRUE;
1243         self.enemy.solid = SOLID_NOT;
1244         self.enemy.colormap = self.colormap;
1245         self.think = self.enemy.think = SUB_Null;
1246         self.nextthink = 0; // don't like SUB_Null :P
1247         setmodel(self, "models/onslaught/controlpoint_pad.md3");
1248         //setsize(self, '-32 -32 0', '32 32 8');
1249
1250         WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1251
1252         onslaught_updatelinks();
1253
1254         activator = self;
1255         SUB_UseTargets(); // to reset the structures, playerspawns etc.
1256 }
1257
1258 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1259   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1260
1261   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1262
1263 keys:
1264 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1265 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1266 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1267  */
1268 void spawnfunc_onslaught_controlpoint()
1269 {
1270         local entity e;
1271         if (!g_onslaught)
1272         {
1273                 remove(self);
1274                 return;
1275         }
1276         precache_model("models/onslaught/controlpoint_pad.md3");
1277         precache_model("models/onslaught/controlpoint_pad2.md3");
1278         precache_model("models/onslaught/controlpoint_shield.md3");
1279         precache_model("models/onslaught/controlpoint_icon.md3");
1280         precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1281         precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1282         precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1283         precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1284         precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1285         precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1286         precache_sound("onslaught/controlpoint_build.wav");
1287         precache_sound("onslaught/controlpoint_built.wav");
1288         precache_sound("weapons/grenade_impact.wav");
1289         precache_sound("onslaught/damageblockedbyshield.wav");
1290         precache_sound("onslaught/controlpoint_underattack.wav");
1291         precache_sound("onslaught/ons_spark1.wav");
1292         precache_sound("onslaught/ons_spark2.wav");
1293         self.solid = SOLID_BBOX;
1294         self.movetype = MOVETYPE_NONE;
1295         setmodel(self, "models/onslaught/controlpoint_pad.md3");
1296         //setsize(self, '-32 -32 0', '32 32 8');
1297         setorigin(self, self.origin);
1298         self.touch = onslaught_controlpoint_touch;
1299         self.team = 0;
1300         self.colormap = 1024;
1301         self.iscaptured = FALSE;
1302         self.islinked = FALSE;
1303         self.isshielded = TRUE;
1304         // spawn shield model which indicates whether this can be damaged
1305         self.enemy = e = spawn();
1306         e.classname = "onslaught_controlpoint_shield";
1307         e.solid = SOLID_NOT;
1308         e.movetype = MOVETYPE_NONE;
1309         e.effects = EF_ADDITIVE;
1310         setmodel(e, "models/onslaught/controlpoint_shield.md3");
1311         //setsize(e, '-32 -32 0', '32 32 128');
1312         setorigin(e, self.origin);
1313         e.colormap = self.colormap;
1314
1315         waypoint_spawnforitem(self);
1316
1317         WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite, RADARICON_NONE, '0 0 0');
1318         WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
1319
1320         onslaught_updatelinks();
1321
1322         self.reset = onslaught_controlpoint_reset;
1323 };
1324
1325 float onslaught_link_send(entity to, float sendflags)
1326 {
1327         WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1328         WriteByte(MSG_ENTITY, sendflags);
1329         if(sendflags & 1)
1330         {
1331                 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
1332                 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
1333                 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
1334         }
1335         if(sendflags & 2)
1336         {
1337                 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1338                 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1339                 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1340         }
1341         if(sendflags & 4)
1342         {
1343                 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1344         }
1345         return TRUE;
1346 }
1347
1348 void onslaught_link_checkupdate()
1349 {
1350         // TODO check if the two sides have moved (currently they won't move anyway)
1351         float redpower, bluepower;
1352
1353         redpower = bluepower = 0;
1354         if(self.goalentity.islinked)
1355         {
1356                 if(self.goalentity.team == COLOR_TEAM1)
1357                         redpower = 1;
1358                 else if(self.goalentity.team == COLOR_TEAM2)
1359                         bluepower = 1;
1360         }
1361         if(self.enemy.islinked)
1362         {
1363                 if(self.enemy.team == COLOR_TEAM1)
1364                         redpower = 2;
1365                 else if(self.enemy.team == COLOR_TEAM2)
1366                         bluepower = 2;
1367         }
1368
1369         float cc;
1370         if(redpower == 1 && bluepower == 2)
1371                 cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
1372         else if(redpower == 2 && bluepower == 1)
1373                 cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
1374         else if(redpower)
1375                 cc = (COLOR_TEAM1 - 1) * 0x11;
1376         else if(bluepower)
1377                 cc = (COLOR_TEAM2 - 1) * 0x11;
1378         else
1379                 cc = 0;
1380
1381         //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1382         //print("cc=", ftos(cc), "\n");
1383
1384         if(cc != self.clientcolors)
1385         {
1386                 self.clientcolors = cc;
1387                 self.SendFlags |= 4;
1388         }
1389
1390         self.nextthink = time;
1391 }
1392
1393 void onslaught_link_delayed()
1394 {
1395         self.goalentity = find(world, targetname, self.target);
1396         self.enemy = find(world, targetname, self.target2);
1397         if (!self.goalentity)
1398                 objerror("can not find target\n");
1399         if (!self.enemy)
1400                 objerror("can not find target2\n");
1401         dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1402         self.SendFlags |= 3;
1403         self.think = onslaught_link_checkupdate;
1404         self.nextthink = time;
1405 }
1406
1407 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1408   Link between control points.
1409
1410   This entity targets two different spawnfunc_onslaught_controlpoint or spawnfunc_onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
1411
1412 keys:
1413 "target" - first control point.
1414 "target2" - second control point.
1415  */
1416 void spawnfunc_onslaught_link()
1417 {
1418         if (!g_onslaught)
1419         {
1420                 remove(self);
1421                 return;
1422         }
1423         if (self.target == "" || self.target2 == "")
1424                 objerror("target and target2 must be set\n");
1425         InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1426         Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
1427 };