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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_onslaught.qc
1 float autocvar_g_onslaught_spawn_at_controlpoints;
2 float autocvar_g_onslaught_spawn_at_generator;
3 float autocvar_g_onslaught_cp_proxydecap;
4 var float autocvar_g_onslaught_cp_proxydecap_distance = 512;
5 var float autocvar_g_onslaught_cp_proxydecap_dps = 100;
6
7 void onslaught_generator_updatesprite(entity e);
8 void onslaught_controlpoint_updatesprite(entity e);
9 void onslaught_link_checkupdate();
10
11 .entity sprite;
12 .string target2;
13 .float iscaptured;
14 .float islinked;
15 .float isgenneighbor_red;
16 .float isgenneighbor_blue;
17 .float iscpneighbor_red;
18 .float iscpneighbor_blue;
19 .float isshielded;
20 .float lasthealth;
21 .float lastteam;
22 .float lastshielded;
23 .float lastcaptured;
24
25 entity ons_red_generator;
26 entity ons_blue_generator;
27
28 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
29 {
30         self.velocity = self.velocity + vforce;
31 }
32
33 .float giblifetime;
34 void ons_throwgib_think()
35 {
36         float d;
37
38         self.nextthink = time + 0.05;
39
40         d = self.giblifetime - time;
41
42         if(d<0)
43         {
44                 self.think = SUB_Remove;
45                 return;
46         }
47         if(d<1)
48                 self.alpha = d;
49
50         if(d>2)
51         if(random()<0.6)
52                 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
53 }
54
55 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
56 {
57         entity gib;
58
59         gib = spawn();
60
61         setmodel(gib, smodel);
62         setorigin(gib, v_from);
63         gib.solid = SOLID_BBOX;
64         gib.movetype = MOVETYPE_BOUNCE;
65         gib.takedamage = DAMAGE_YES;
66         gib.event_damage = ons_gib_damage;
67         gib.health = -1;
68         gib.effects = EF_LOWPRECISION;
69         gib.flags = FL_NOTARGET;
70         gib.velocity = v_to;
71         gib.giblifetime = time + f_lifetime;
72
73         if (b_burn)
74         {
75                 gib.think = ons_throwgib_think;
76                 gib.nextthink = time + 0.05;
77         }
78         else
79                 SUB_SetFade(gib, gib.giblifetime, 2);
80 }
81
82 void onslaught_updatelinks()
83 {
84         entity l, links;
85         float stop, t1, t2, t3, t4;
86         // first check if the game has ended
87         dprint("--- updatelinks ---\n");
88         links = findchain(classname, "onslaught_link");
89         // mark generators as being shielded and networked
90         l = findchain(classname, "onslaught_generator");
91         while (l)
92         {
93                 if (l.iscaptured)
94                         dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
95                 else
96                         dprint(etos(l), " (generator) is destroyed\n");
97                 l.islinked = l.iscaptured;
98                 l.isshielded = l.iscaptured;
99                 l = l.chain;
100         }
101         // mark points as shielded and not networked
102         l = findchain(classname, "onslaught_controlpoint");
103         while (l)
104         {
105                 l.islinked = FALSE;
106                 l.isshielded = TRUE;
107                 l.isgenneighbor_red = FALSE;
108                 l.isgenneighbor_blue = FALSE;
109                 l.iscpneighbor_red = FALSE;
110                 l.iscpneighbor_blue = FALSE;
111                 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
112                 l = l.chain;
113         }
114         // flow power outward from the generators through the network
115         l = links;
116         while (l)
117         {
118                 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
119                 l = l.chain;
120         }
121         stop = FALSE;
122         while (!stop)
123         {
124                 stop = TRUE;
125                 l = links;
126                 while (l)
127                 {
128                         // if both points are captured by the same team, and only one of
129                         // them is powered, mark the other one as powered as well
130                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
131                                 if (l.enemy.islinked != l.goalentity.islinked)
132                                         if (l.enemy.team == l.goalentity.team)
133                                         {
134                                                 if (!l.goalentity.islinked)
135                                                 {
136                                                         stop = FALSE;
137                                                         l.goalentity.islinked = TRUE;
138                                                         dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
139                                                 }
140                                                 else if (!l.enemy.islinked)
141                                                 {
142                                                         stop = FALSE;
143                                                         l.enemy.islinked = TRUE;
144                                                         dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
145                                                 }
146                                         }
147                         l = l.chain;
148                 }
149         }
150         // now that we know which points are powered we can mark their neighbors
151         // as unshielded if team differs
152         l = links;
153         while (l)
154         {
155                 if (l.goalentity.islinked)
156                 {
157                         if (l.goalentity.team != l.enemy.team)
158                         {
159                                 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
160                                 l.enemy.isshielded = FALSE;
161                         }
162                         if(l.goalentity.classname == "onslaught_generator")
163                         {
164                                 if(l.goalentity.team == NUM_TEAM_1)
165                                         l.enemy.isgenneighbor_red = TRUE;
166                                 else if(l.goalentity.team == NUM_TEAM_2)
167                                         l.enemy.isgenneighbor_blue = TRUE;
168                         }
169                         else
170                         {
171                                 if(l.goalentity.team == NUM_TEAM_1)
172                                         l.enemy.iscpneighbor_red = TRUE;
173                                 else if(l.goalentity.team == NUM_TEAM_2)
174                                         l.enemy.iscpneighbor_blue = TRUE;
175                         }
176                 }
177                 if (l.enemy.islinked)
178                 {
179                         if (l.goalentity.team != l.enemy.team)
180                         {
181                                 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
182                                 l.goalentity.isshielded = FALSE;
183                         }
184                         if(l.enemy.classname == "onslaught_generator")
185                         {
186                                 if(l.enemy.team == NUM_TEAM_1)
187                                         l.goalentity.isgenneighbor_red = TRUE;
188                                 else if(l.enemy.team == NUM_TEAM_2)
189                                         l.goalentity.isgenneighbor_blue = TRUE;
190                         }
191                         else
192                         {
193                                 if(l.enemy.team == NUM_TEAM_1)
194                                         l.goalentity.iscpneighbor_red = TRUE;
195                                 else if(l.enemy.team == NUM_TEAM_2)
196                                         l.goalentity.iscpneighbor_blue = TRUE;
197                         }
198                 }
199                 l = l.chain;
200         }
201         // now update the takedamage and alpha variables on generator shields
202         l = findchain(classname, "onslaught_generator");
203         while (l)
204         {
205                 if (l.isshielded)
206                 {
207                         dprint(etos(l), " (generator) is shielded\n");
208                         l.enemy.alpha = 1;
209                         l.takedamage = DAMAGE_NO;
210                         l.bot_attack = FALSE;
211                 }
212                 else
213                 {
214                         dprint(etos(l), " (generator) is not shielded\n");
215                         l.enemy.alpha = -1;
216                         l.takedamage = DAMAGE_AIM;
217                         l.bot_attack = TRUE;
218                 }
219                 l = l.chain;
220         }
221         // now update the takedamage and alpha variables on control point icons
222         l = findchain(classname, "onslaught_controlpoint");
223         while (l)
224         {
225                 if (l.isshielded)
226                 {
227                         dprint(etos(l), " (point) is shielded\n");
228                         l.enemy.alpha = 1;
229                         if (l.goalentity)
230                         {
231                                 l.goalentity.takedamage = DAMAGE_NO;
232                                 l.goalentity.bot_attack = FALSE;
233                         }
234                 }
235                 else
236                 {
237                         dprint(etos(l), " (point) is not shielded\n");
238                         l.enemy.alpha = -1;
239                         if (l.goalentity)
240                         {
241                                 l.goalentity.takedamage = DAMAGE_AIM;
242                                 l.goalentity.bot_attack = TRUE;
243                         }
244                 }
245                 onslaught_controlpoint_updatesprite(l);
246                 l = l.chain;
247         }
248         // count generators owned by each team
249         t1 = t2 = t3 = t4 = 0;
250         l = findchain(classname, "onslaught_generator");
251         while (l)
252         {
253                 if (l.iscaptured)
254                 {
255                         if (l.team == NUM_TEAM_1) t1 = 1;
256                         if (l.team == NUM_TEAM_2) t2 = 1;
257                         if (l.team == NUM_TEAM_3) t3 = 1;
258                         if (l.team == NUM_TEAM_4) t4 = 1;
259                 }
260                 onslaught_generator_updatesprite(l);
261                 l = l.chain;
262         }
263         // see if multiple teams remain (if not, it's game over)
264         if (t1 + t2 + t3 + t4 < 2)
265                 dprint("--- game over ---\n");
266         else
267                 dprint("--- done updating links ---\n");
268 }
269
270 float onslaught_controlpoint_can_be_linked(entity cp, float t)
271 {
272         if(t == NUM_TEAM_1)
273         {
274                 if(cp.isgenneighbor_red)
275                         return 2;
276                 if(cp.iscpneighbor_red)
277                         return 1;
278         }
279         else if(t == NUM_TEAM_2)
280         {
281                 if(cp.isgenneighbor_blue)
282                         return 2;
283                 if(cp.iscpneighbor_blue)
284                         return 1;
285         }
286         return 0;
287         /*
288            entity e;
289         // check to see if this player has a legitimate claim to capture this
290         // control point - more specifically that there is a captured path of
291         // points leading back to the team generator
292         e = findchain(classname, "onslaught_link");
293         while (e)
294         {
295         if (e.goalentity == cp)
296         {
297         dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
298         if (e.enemy.islinked)
299         {
300         dprint(" which is linked");
301         if (e.enemy.team == t)
302         {
303         dprint(" and has the correct team!\n");
304         return 1;
305         }
306         else
307         dprint(" but has the wrong team\n");
308         }
309         else
310         dprint("\n");
311         }
312         else if (e.enemy == cp)
313         {
314         dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
315         if (e.goalentity.islinked)
316         {
317         dprint(" which is linked");
318         if (e.goalentity.team == t)
319         {
320         dprint(" and has a team!\n");
321         return 1;
322         }
323         else
324         dprint(" but has the wrong team\n");
325         }
326         else
327         dprint("\n");
328         }
329         e = e.chain;
330         }
331         return 0;
332          */
333 }
334
335 float onslaught_controlpoint_attackable(entity cp, float t)
336         // -2: SAME TEAM, attackable by enemy!
337         // -1: SAME TEAM!
338         // 0: off limits
339         // 1: attack it
340         // 2: touch it
341         // 3: attack it (HIGH PRIO)
342         // 4: touch it (HIGH PRIO)
343 {
344         float a;
345
346         if(cp.isshielded)
347         {
348                 return 0;
349         }
350         else if(cp.goalentity)
351         {
352                 // if there's already an icon built, nothing happens
353                 if(cp.team == t)
354                 {
355                         a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
356                         if(a) // attackable by enemy?
357                                 return -2; // EMERGENCY!
358                         return -1;
359                 }
360                 // we know it can be linked, so no need to check
361                 // but...
362                 a = onslaught_controlpoint_can_be_linked(cp, t);
363                 if(a == 2) // near our generator?
364                         return 3; // EMERGENCY!
365                 return 1;
366         }
367         else
368         {
369                 // free point
370                 if(onslaught_controlpoint_can_be_linked(cp, t))
371                 {
372                         a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
373                         if(a == 2)
374                                 return 4; // GET THIS ONE NOW!
375                         else
376                                 return 2; // TOUCH ME
377                 }
378         }
379         return 0;
380 }
381
382 float overtime_msg_time;
383 void onslaught_generator_think()
384 {
385         float d;
386         entity e;
387         self.nextthink = ceil(time + 1);
388         if (!gameover)
389         {
390                 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
391                 {
392                         if (!overtime_msg_time)
393                         {
394                                 FOR_EACH_PLAYER(e)
395                                         centerprint(e, "^3Now playing ^1OVERTIME^3!\n^3Generators start now to decay.\n^3The more control points your team holds,\n^3the faster the enemy generator decays.");
396                                 overtime_msg_time = time;
397                         }
398                         // self.max_health / 300 gives 5 minutes of overtime.
399                         // control points reduce the overtime duration.
400                         sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
401                         d = 1;
402                         e = findchain(classname, "onslaught_controlpoint");
403                         while (e)
404                         {
405                                 if (e.team != self.team)
406                                         if (e.islinked)
407                                                 d = d + 1;
408                                 e = e.chain;
409                         }
410                         
411                         if(autocvar_g_campaign && autocvar__campaign_testrun)
412                                 d = d * self.max_health;
413                         else
414                                 d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
415                         
416                         Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
417                 }
418                 else if (overtime_msg_time)
419                         overtime_msg_time = 0;
420
421         if(!self.isshielded && self.wait < time)
422         {
423             self.wait = time + 5;
424             FOR_EACH_REALPLAYER(e)
425             {
426                 if(e.team == self.team)
427                 {
428                     centerprint(e, "^1Your generator is NOT shielded!\n^7Re-capture controlpoints to shield it!");
429                     soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTN_NONE);    // FIXME: Uniqe sound?
430                 }
431             }
432         }
433         }
434 }
435
436 void onslaught_generator_ring_spawn(vector org)
437 {
438         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);
439 }
440
441 void onslaught_generator_ray_think()
442 {
443         self.nextthink = time + 0.05;
444         if(self.count > 10)
445         {
446                 self.think = SUB_Remove;
447                 return;
448         }
449
450         if(self.count > 5)
451                 self.alpha -= 0.1;
452         else
453                 self.alpha += 0.1;
454
455         self.scale += 0.2;
456         self.count +=1;
457 }
458
459 void onslaught_generator_ray_spawn(vector org)
460 {
461         entity e;
462         e = spawn();
463         setmodel(e, "models/onslaught/ons_ray.md3");
464         setorigin(e, org);
465         e.angles = randomvec() * 360;
466         e.alpha = 0;
467         e.scale = random() * 5 + 8;
468         e.think = onslaught_generator_ray_think;
469         e.nextthink = time + 0.05;
470 }
471
472 void onslaught_generator_shockwave_spawn(vector org)
473 {
474         shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
475 }
476
477 void onslaught_generator_damage_think()
478 {
479         if(self.owner.health < 0)
480         {
481                 self.think = SUB_Remove;
482                 return;
483         }
484         self.nextthink = time+0.1;
485
486         // damaged fx (less probable the more damaged is the generator)
487         if(random() < 0.9 - self.owner.health / self.owner.max_health)
488                 if(random() < 0.01)
489                 {
490                         pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
491                         sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
492                 }
493                 else
494                         pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
495 }
496
497 void onslaught_generator_damage_spawn(entity gd_owner)
498 {
499         entity e;
500         e = spawn();
501         e.owner = gd_owner;
502         e.health = self.owner.health;
503         setorigin(e, gd_owner.origin);
504         e.think = onslaught_generator_damage_think;
505         e.nextthink = time+1;
506 }
507
508 void onslaught_generator_deaththink()
509 {
510         vector org;
511         float i;
512
513         if not (self.count)
514                 self.count = 40;
515
516         // White shockwave
517         if(self.count==40||self.count==20)
518         {
519                 onslaught_generator_ring_spawn(self.origin);
520                 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
521         }
522
523         // Throw some gibs
524         if(random() < 0.3)
525         {
526                 i = random();
527                 if(i < 0.3)
528                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
529                 else if(i > 0.7)
530                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
531                 else
532                         ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
533         }
534
535         // Spawn fire balls
536         for(i=0;i < 10;++i)
537         {
538                 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
539                 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
540         }
541
542         // Short explosion sound + small explosion
543         if(random() < 0.25)
544         {
545                 te_explosion(self.origin);
546                 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
547         }
548
549         // Particles
550         org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
551         pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
552
553         // rays
554         if(random() > 0.25 )
555         {
556                 onslaught_generator_ray_spawn(self.origin);
557         }
558
559         // Final explosion
560         if(self.count==1)
561         {
562                 org = self.origin;
563                 te_explosion(org);
564                 onslaught_generator_shockwave_spawn(org);
565                 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
566                 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
567         }
568         else
569                 self.nextthink = time + 0.05;
570
571         self.count = self.count - 1;
572 }
573
574 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
575 {
576         float i;
577         if (damage <= 0)
578                 return;
579         if(inWarmupStage)
580                 return;
581         if (attacker != self)
582         {
583                 if (self.isshielded)
584                 {
585                         // this is protected by a shield, so ignore the damage
586                         if (time > self.pain_finished)
587                                 if (IS_PLAYER(attacker))
588                                 {
589                                         play2(attacker, "onslaught/damageblockedbyshield.wav");
590                                         self.pain_finished = time + 1;
591                                 }
592                         return;
593                 }
594                 if (time > self.pain_finished)
595                 {
596                         self.pain_finished = time + 10;
597                         bprint(Team_ColoredFullName(self.team), " generator under attack!\n");
598                         play2team(self.team, "onslaught/generator_underattack.wav");
599                 }
600         }
601         self.health = self.health - damage;
602         WaypointSprite_UpdateHealth(self.sprite, self.health);
603         // choose an animation frame based on health
604         self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
605         // see if the generator is still functional, or dying
606         if (self.health > 0)
607         {
608 #ifdef ONSLAUGHT_SPAM
609                 float h, lh;
610                 lh = ceil(self.lasthealth / 100) * 100;
611                 h = ceil(self.health / 100) * 100;
612                 if(lh != h)
613                         bprint(Team_ColoredFullName(self.team), " generator has less than ", ftos(h), " health remaining\n");
614 #endif
615                 self.lasthealth = self.health;
616         }
617         else if not(inWarmupStage)
618         {
619                 if (attacker == self)
620                         bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
621                 else
622                 {
623                         string t;
624                         t = Team_ColoredFullName(attacker.team);
625                         bprint(Team_ColoredFullName(self.team), " generator destroyed by ", t, "!\n");
626                 }
627                 self.iscaptured = FALSE;
628                 self.islinked = FALSE;
629                 self.isshielded = FALSE;
630                 self.takedamage = DAMAGE_NO; // can't be hurt anymore
631                 self.event_damage = func_null; // won't do anything if hurt
632                 self.count = 0; // reset counter
633                 self.think = onslaught_generator_deaththink; // explosion sequence
634                 self.nextthink = time; // start exploding immediately
635                 self.think(); // do the first explosion now
636
637                 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
638
639                 onslaught_updatelinks();
640         }
641
642         // Throw some flaming gibs on damage, more damage = more chance for gib
643         if(random() < damage/220)
644         {
645                 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
646                 i = random();
647                 if(i < 0.3)
648                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
649                 else if(i > 0.7)
650                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
651                 else
652                         ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
653         }
654         else
655         {
656                 // particles on every hit
657                 pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
658
659                 //sound on every hit
660                 if (random() < 0.5)
661                         sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
662                 else
663                         sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
664         }
665
666         //throw some gibs on damage
667         if(random() < damage/200+0.2)
668                 if(random() < 0.5)
669                         ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
670                         
671         self.SendFlags |= GSF_STATUS;
672 }
673
674 // update links after a delay
675 void onslaught_generator_delayed()
676 {
677         onslaught_updatelinks();
678         // now begin normal thinking
679         generator_link(onslaught_generator_think);
680         
681         self.SendFlags = GSF_SETUP;
682 }
683
684 string onslaught_generator_waypointsprite_for_team(entity e, float t)
685 {
686         if(t == e.team)
687         {
688                 if(e.team == NUM_TEAM_1)
689                         return "ons-gen-red";
690                 else if(e.team == NUM_TEAM_2)
691                         return "ons-gen-blue";
692         }
693         if(e.isshielded)
694                 return "ons-gen-shielded";
695         if(e.team == NUM_TEAM_1)
696                 return "ons-gen-red";
697         else if(e.team == NUM_TEAM_2)
698                 return "ons-gen-blue";
699         return "";
700 }
701
702 void onslaught_generator_updatesprite(entity e)
703 {
704         string s1, s2, s3;
705         s1 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_1);
706         s2 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_2);
707         s3 = onslaught_generator_waypointsprite_for_team(e, -1);
708         WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
709
710         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
711         {
712                 e.lastteam = e.team + 2;
713                 e.lastshielded = e.isshielded;
714                 if(e.lastshielded)
715                 {
716                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
717                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
718                         else
719                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
720                 }
721                 else
722                 {
723                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
724                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
725                         else
726                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
727                 }
728                 WaypointSprite_Ping(e.sprite);
729         }
730 }
731
732 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
733 {
734         float a;
735         if(t != -1)
736         {
737                 a = onslaught_controlpoint_attackable(e, t);
738                 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
739                 {
740                         if(e.team == NUM_TEAM_1)
741                                 return "ons-cp-atck-red";
742                         else if(e.team == NUM_TEAM_2)
743                                 return "ons-cp-atck-blue";
744                         else
745                                 return "ons-cp-atck-neut";
746                 }
747                 else if(a == -2) // DEFEND THIS ONE NOW
748                 {
749                         if(e.team == NUM_TEAM_1)
750                                 return "ons-cp-dfnd-red";
751                         else if(e.team == NUM_TEAM_2)
752                                 return "ons-cp-dfnd-blue";
753                 }
754                 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
755                 {
756                         if(e.team == NUM_TEAM_1)
757                                 return "ons-cp-red";
758                         else if(e.team == NUM_TEAM_2)
759                                 return "ons-cp-blue";
760                 }
761                 else if(a == 2) // touch it
762                         return "ons-cp-neut";
763         }
764         else
765         {
766                 if(e.team == NUM_TEAM_1)
767                         return "ons-cp-red";
768                 else if(e.team == NUM_TEAM_2)
769                         return "ons-cp-blue";
770                 else
771                         return "ons-cp-neut";
772         }
773         return "";
774 }
775
776 void onslaught_controlpoint_updatesprite(entity e)
777 {
778         string s1, s2, s3;
779         s1 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_1);
780         s2 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_2);
781         s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
782         WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
783
784         float sh;
785         sh = !(onslaught_controlpoint_can_be_linked(e, NUM_TEAM_1) || onslaught_controlpoint_can_be_linked(e, NUM_TEAM_2));
786
787         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
788         {
789                 if(e.iscaptured) // don't mess up build bars!
790                 {
791                         if(sh)
792                         {
793                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
794                         }
795                         else
796                         {
797                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
798                                 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
799                         }
800                 }
801                 if(e.lastshielded)
802                 {
803                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
804                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
805                         else
806                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
807                 }
808                 else
809                 {
810                         if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
811                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
812                         else
813                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
814                 }
815                 WaypointSprite_Ping(e.sprite);
816
817                 e.lastteam = e.team + 2;
818                 e.lastshielded = sh;
819                 e.lastcaptured = e.iscaptured;
820         }
821 }
822
823 void onslaught_generator_reset()
824 {
825         self.team = self.team_saved;
826         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
827         self.takedamage = DAMAGE_AIM;
828         self.bot_attack = TRUE;
829         self.iscaptured = TRUE;
830         self.islinked = TRUE;
831         self.isshielded = TRUE;
832         self.enemy.solid = SOLID_NOT;
833         self.think = onslaught_generator_delayed;
834         self.nextthink = time + 0.2;
835         setmodel(self, "models/onslaught/generator.md3");
836         setsize(self, GENERATOR_MIN, GENERATOR_MAX);
837         
838         self.SendFlags |= GSF_STATUS;
839
840         if(!self.noalign)
841         {
842                 setorigin(self, self.origin + '0 0 20');
843                 droptofloor();
844         }
845
846         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
847         WaypointSprite_UpdateHealth(self.sprite, self.health);
848 }
849
850 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
851   Base generator.
852
853   spawnfunc_onslaught_link entities can target this.
854
855 keys:
856 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
857 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
858  */
859 void spawnfunc_onslaught_generator()
860 {
861         if (!g_onslaught)
862         {
863                 remove(self);
864                 return;
865         }
866
867         //entity e;
868         precache_model("models/onslaught/generator.md3");
869         precache_model("models/onslaught/generator_shield.md3");
870         precache_model("models/onslaught/shockwave.md3");
871         precache_model("models/onslaught/shockwavetransring.md3");
872         precache_model("models/onslaught/gen_gib1.md3");
873         precache_model("models/onslaught/gen_gib2.md3");
874         precache_model("models/onslaught/gen_gib3.md3");
875         precache_model("models/onslaught/ons_ray.md3");
876         precache_sound("onslaught/generator_decay.wav");
877         precache_sound("weapons/grenade_impact.wav");
878         precache_sound("weapons/rocket_impact.wav");
879         precache_sound("onslaught/generator_underattack.wav");
880         precache_sound("onslaught/shockwave.wav");
881         precache_sound("onslaught/ons_hit1.wav");
882         precache_sound("onslaught/ons_hit2.wav");
883         precache_sound("onslaught/electricity_explode.wav");
884         precache_sound("onslaught/generator_underattack.wav");
885         if (!self.team)
886                 objerror("team must be set");
887         
888         if(self.team == NUM_TEAM_1)
889         ons_red_generator = self;
890
891         if(self.team == NUM_TEAM_2)
892         ons_blue_generator = self;
893         
894         self.team_saved = self.team;
895         self.colormap = 1024 + (self.team - 1) * 17;
896         self.solid = SOLID_BBOX;
897         self.movetype = MOVETYPE_NONE;
898         self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
899         setmodel(self, "models/onslaught/generator.md3");
900         setsize(self, GENERATOR_MIN, GENERATOR_MAX);
901         setorigin(self, self.origin);
902         self.takedamage = DAMAGE_AIM;
903         self.bot_attack = TRUE;
904         self.event_damage = onslaught_generator_damage;
905         self.iscaptured = TRUE;
906         self.islinked = TRUE;
907         self.isshielded = TRUE;
908         // helper entity that create fx when generator is damaged
909         onslaught_generator_damage_spawn(self);
910         // spawn shield model which indicates whether this can be damaged
911         self.enemy = spawn();
912         setattachment(self.enemy , self, "");
913         self.enemy.classname = "onslaught_generator_shield";
914         self.enemy.solid = SOLID_NOT;
915         self.enemy.movetype = MOVETYPE_NONE;
916         self.enemy.effects = EF_ADDITIVE;
917         setmodel(self.enemy, "models/onslaught/generator_shield.md3");
918         //setorigin(e, self.origin);
919         self.enemy.colormap = self.colormap;
920         self.enemy.team = self.team;
921         //self.think = onslaught_generator_delayed;
922         //self.nextthink = time + 0.2;
923         InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
924
925         WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
926         WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
927         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
928         WaypointSprite_UpdateHealth(self.sprite, self.health);
929
930         waypoint_spawnforitem(self);
931
932         onslaught_updatelinks();
933         
934         self.reset = onslaught_generator_reset;
935 }
936
937 .float waslinked;
938 .float cp_bob_spd;
939 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
940
941 float ons_notification_time_team1;
942 float ons_notification_time_team2;
943
944 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
945 {
946         entity oself;
947         float nag;
948
949         if (damage <= 0)
950                 return;
951         if (self.owner.isshielded)
952         {
953                 // this is protected by a shield, so ignore the damage
954                 if (time > self.pain_finished)
955                         if (IS_PLAYER(attacker))
956                         {
957                                 play2(attacker, "onslaught/damageblockedbyshield.wav");
958                                 self.pain_finished = time + 1;
959                         }
960                 return;
961         }
962
963         if (IS_PLAYER(attacker))
964         {
965                 nag = FALSE;
966                 if(self.team == NUM_TEAM_1)
967                 {
968                         if(time - ons_notification_time_team1 > 10)
969                         {
970                                 nag = TRUE;
971                                 ons_notification_time_team1 = time;
972                         }
973                 }
974                 else if(self.team == NUM_TEAM_2)
975                 {
976                         if(time - ons_notification_time_team2 > 10)
977                         {
978                                 nag = TRUE;
979                                 ons_notification_time_team2 = time;
980                         }
981                 }
982                 else
983                         nag = TRUE;
984
985                 if(nag)
986                         play2team(self.team, "onslaught/controlpoint_underattack.wav");
987         }
988
989         self.health = self.health - damage;
990         if(self.owner.iscaptured)
991                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
992         else
993                 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
994         self.pain_finished = time + 1;
995         self.punchangle = (2 * randomvec() - '1 1 1') * 45;
996         self.cp_bob_dmg_z = (2 * random() - 1) * 15;
997         // colormod flash when shot
998         self.colormod = '2 2 2';
999         // particles on every hit
1000         pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
1001         //sound on every hit
1002         if (random() < 0.5)
1003                 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
1004         else
1005                 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
1006
1007         if (self.health < 0)
1008         {
1009                 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
1010                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
1011                 {
1012                         string t;
1013                         t = Team_ColoredFullName(attacker.team);
1014                         bprint(Team_ColoredFullName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1015                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
1016                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1017                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1018                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1019                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1020                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1021                         ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1022                 }
1023                 self.owner.goalentity = world;
1024                 self.owner.islinked = FALSE;
1025                 self.owner.iscaptured = FALSE;
1026                 self.owner.team = 0;
1027                 self.owner.colormap = 1024;
1028
1029                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1030
1031                 onslaught_updatelinks();
1032
1033                 // Use targets now (somebody make sure this is in the right place..)
1034                 oself = self;
1035                 self = self.owner;
1036                 activator = self;
1037                 SUB_UseTargets ();
1038                 self = oself;
1039
1040
1041                 self.owner.waslinked = self.owner.islinked;
1042                 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1043                         setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1044                 //setsize(self, '-32 -32 0', '32 32 8');
1045
1046                 remove(self);
1047         }
1048 }
1049
1050 void onslaught_controlpoint_icon_think()
1051 {
1052         entity oself;
1053         self.nextthink = time + sys_frametime;
1054
1055         if(autocvar_g_onslaught_cp_proxydecap)
1056         {
1057         float _enemy_count = 0;
1058         float _friendly_count = 0;
1059         float _dist;
1060         entity _player;
1061         
1062         FOR_EACH_PLAYER(_player)
1063         {
1064             if(!_player.deadflag)
1065             {
1066                 _dist = vlen(_player.origin - self.origin);
1067                 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
1068                 {
1069                     if(_player.team == self.team)
1070                         ++_friendly_count;
1071                     else
1072                         ++_enemy_count;
1073                 }
1074             }
1075         }
1076
1077         _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1078         _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1079
1080         self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
1081         if(self.health <= 0)
1082         {
1083             onslaught_controlpoint_icon_damage(self, self, 1, 0, self.origin, '0 0 0');
1084             return;
1085         }
1086     }
1087
1088         if (time > self.pain_finished + 5)
1089         {
1090                 if(self.health < self.max_health)
1091                 {
1092                         self.health = self.health + self.count;
1093                         if (self.health >= self.max_health)
1094                                 self.health = self.max_health;
1095                         WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1096                 }
1097         }
1098         if (self.health < self.max_health * 0.25)
1099                 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1100         else if (self.health < self.max_health * 0.50)
1101                 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1102         else if (self.health < self.max_health * 0.75)
1103                 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1104         else if (self.health < self.max_health * 0.90)
1105                 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1106         // colormod flash when shot
1107         self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1108
1109         if(self.owner.islinked != self.owner.waslinked)
1110         {
1111                 // unteam the spawnpoint if needed
1112                 float t;
1113                 t = self.owner.team;
1114                 if(!self.owner.islinked)
1115                         self.owner.team = 0;
1116
1117                 oself = self;
1118                 self = self.owner;
1119                 activator = self;
1120                 SUB_UseTargets ();
1121                 self = oself;
1122
1123                 self.owner.team = t;
1124
1125                 self.owner.waslinked = self.owner.islinked;
1126         }
1127
1128         if (self.punchangle_x > 0)
1129         {
1130                 self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
1131                 if (self.punchangle_x < 0)
1132                         self.punchangle_x = 0;
1133         }
1134         else if (self.punchangle_x < 0)
1135         {
1136                 self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
1137                 if (self.punchangle_x > 0)
1138                         self.punchangle_x = 0;
1139         }
1140
1141         if (self.punchangle_y > 0)
1142         {
1143                 self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
1144                 if (self.punchangle_y < 0)
1145                         self.punchangle_y = 0;
1146         }
1147         else if (self.punchangle_y < 0)
1148         {
1149                 self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
1150                 if (self.punchangle_y > 0)
1151                         self.punchangle_y = 0;
1152         }
1153
1154         if (self.punchangle_z > 0)
1155         {
1156                 self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
1157                 if (self.punchangle_z < 0)
1158                         self.punchangle_z = 0;
1159         }
1160         else if (self.punchangle_z < 0)
1161         {
1162                 self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
1163                 if (self.punchangle_z > 0)
1164                         self.punchangle_z = 0;
1165         }
1166
1167         self.angles_x = self.punchangle_x;
1168         self.angles_y = self.punchangle_y + self.mangle_y;
1169         self.angles_z = self.punchangle_z;
1170         self.mangle_y = self.mangle_y + 45 * sys_frametime;
1171
1172         self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1173         self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1174         if(self.cp_bob_dmg_z > 0)
1175                 self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
1176         else
1177                 self.cp_bob_dmg_z = 0;
1178         setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1179
1180         // damaged fx
1181         if(random() < 0.6 - self.health / self.max_health)
1182         {
1183                 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1184
1185                 if(random() > 0.8)
1186                         sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
1187                 else if (random() > 0.5)
1188                         sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
1189         }
1190 }
1191
1192 void onslaught_controlpoint_icon_buildthink()
1193 {
1194         entity oself;
1195         float a;
1196
1197         self.nextthink = time + sys_frametime;
1198
1199         // only do this if there is power
1200         a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1201         if(!a)
1202                 return;
1203     
1204         self.health = self.health + self.count;
1205
1206         if (self.health >= self.max_health)
1207         {
1208                 self.health = self.max_health;
1209                 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1210                 self.think = onslaught_controlpoint_icon_think;
1211                 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
1212                 bprint(Team_ColoredFullName(self.team), " captured ", self.owner.message, " control point\n");
1213                 self.owner.iscaptured = TRUE;
1214
1215                 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1216                 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1217
1218                 onslaught_updatelinks();
1219
1220                 // Use targets now (somebody make sure this is in the right place..)
1221                 oself = self;
1222                 self = self.owner;
1223                 activator = self;
1224                 SUB_UseTargets ();
1225                 self = oself;
1226                 self.cp_origin = self.origin;
1227                 self.cp_bob_origin = '0 0 0.1';
1228                 self.cp_bob_spd = 0;
1229         }
1230         self.alpha = self.health / self.max_health;
1231         // colormod flash when shot
1232         self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1233         if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1234                 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1235         //setsize(self, '-32 -32 0', '32 32 8');
1236
1237         if(random() < 0.9 - self.health / self.max_health)
1238                 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1239 }
1240
1241
1242
1243
1244 void onslaught_controlpoint_touch()
1245 {
1246         entity e;
1247         float a;
1248         if not(IS_PLAYER(other))
1249                 return;
1250         a = onslaught_controlpoint_attackable(self, other.team);
1251         if(a != 2 && a != 4)
1252                 return;
1253         // we've verified that this player has a legitimate claim to this point,
1254         // so start building the captured point icon (which only captures this
1255         // point if it successfully builds without being destroyed first)
1256         self.goalentity = e = spawn();
1257         e.classname = "onslaught_controlpoint_icon";
1258         e.owner = self;
1259         e.max_health = autocvar_g_onslaught_cp_health;
1260         e.health = autocvar_g_onslaught_cp_buildhealth;
1261         e.solid = SOLID_BBOX;
1262         e.movetype = MOVETYPE_NONE;
1263         setmodel(e, "models/onslaught/controlpoint_icon.md3");
1264         setsize(e, '-32 -32 -32', '32 32 32');
1265         setorigin(e, self.origin + '0 0 96');
1266         e.takedamage = DAMAGE_AIM;
1267         e.bot_attack = TRUE;
1268         e.event_damage = onslaught_controlpoint_icon_damage;
1269         e.team = other.team;
1270         e.colormap = 1024 + (e.team - 1) * 17;
1271         e.think = onslaught_controlpoint_icon_buildthink;
1272         e.nextthink = time + sys_frametime;
1273         e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1274         sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
1275         self.team = e.team;
1276         self.colormap = e.colormap;
1277         WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1278         onslaught_updatelinks();
1279 }
1280
1281 void onslaught_controlpoint_reset()
1282 {
1283         if(self.goalentity && self.goalentity != world)
1284                 remove(self.goalentity);
1285         self.goalentity = world;
1286         self.team = 0;
1287         self.colormap = 1024;
1288         self.iscaptured = FALSE;
1289         self.islinked = FALSE;
1290         self.isshielded = TRUE;
1291         self.enemy.solid = SOLID_NOT;
1292         self.enemy.colormap = self.colormap;
1293         self.think = self.enemy.think = func_null;
1294         self.nextthink = 0; // don't like func_null :P
1295         setmodel(self, "models/onslaught/controlpoint_pad.md3");
1296         //setsize(self, '-32 -32 0', '32 32 8');
1297
1298         WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1299
1300         onslaught_updatelinks();
1301
1302         activator = self;
1303         SUB_UseTargets(); // to reset the structures, playerspawns etc.
1304 }
1305
1306 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1307   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1308
1309   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1310
1311 keys:
1312 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1313 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1314 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1315  */
1316
1317 void spawnfunc_onslaught_controlpoint()
1318 {
1319         //entity e;
1320         if (!g_onslaught)
1321         {
1322                 remove(self);
1323                 return;
1324         }
1325         precache_model("models/onslaught/controlpoint_pad.md3");
1326         precache_model("models/onslaught/controlpoint_pad2.md3");
1327         precache_model("models/onslaught/controlpoint_shield.md3");
1328         precache_model("models/onslaught/controlpoint_icon.md3");
1329         precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1330         precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1331         precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1332         precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1333         precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1334         precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1335         precache_sound("onslaught/controlpoint_build.wav");
1336         precache_sound("onslaught/controlpoint_built.wav");
1337         precache_sound("weapons/grenade_impact.wav");
1338         precache_sound("onslaught/damageblockedbyshield.wav");
1339         precache_sound("onslaught/controlpoint_underattack.wav");
1340         precache_sound("onslaught/ons_spark1.wav");
1341         precache_sound("onslaught/ons_spark2.wav");
1342
1343         self.solid = SOLID_BBOX;
1344         self.movetype = MOVETYPE_NONE;
1345         setmodel(self, "models/onslaught/controlpoint_pad.md3");
1346         //setsize(self, '-32 -32 0', '32 32 8');
1347         if(!self.noalign)
1348         {
1349                 setorigin(self, self.origin + '0 0 20');
1350                 droptofloor();
1351         }
1352         self.touch = onslaught_controlpoint_touch;
1353         self.team = 0;
1354         self.colormap = 1024;
1355         self.iscaptured = FALSE;
1356         self.islinked = FALSE;
1357         self.isshielded = TRUE;
1358
1359         // spawn shield model which indicates whether this can be damaged
1360         self.enemy = spawn();
1361         self.enemy.classname = "onslaught_controlpoint_shield";
1362         self.enemy.solid = SOLID_NOT;
1363         self.enemy.movetype = MOVETYPE_NONE;
1364         self.enemy.effects = EF_ADDITIVE;
1365         setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
1366
1367         setattachment(self.enemy , self, "");
1368         //setsize(e, '-32 -32 0', '32 32 128');
1369
1370         //setorigin(e, self.origin);
1371         self.enemy.colormap = self.colormap;
1372
1373         waypoint_spawnforitem(self);
1374
1375         WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
1376         WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
1377
1378         onslaught_updatelinks();
1379
1380         self.reset = onslaught_controlpoint_reset;
1381 }
1382
1383 float onslaught_link_send(entity to, float sendflags)
1384 {
1385         WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1386         WriteByte(MSG_ENTITY, sendflags);
1387         if(sendflags & 1)
1388         {
1389                 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
1390                 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
1391                 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
1392         }
1393         if(sendflags & 2)
1394         {
1395                 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1396                 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1397                 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1398         }
1399         if(sendflags & 4)
1400         {
1401                 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1402         }
1403         return TRUE;
1404 }
1405
1406 void onslaught_link_checkupdate()
1407 {
1408         // TODO check if the two sides have moved (currently they won't move anyway)
1409         float redpower, bluepower;
1410
1411         redpower = bluepower = 0;
1412         if(self.goalentity.islinked)
1413         {
1414                 if(self.goalentity.team == NUM_TEAM_1)
1415                         redpower = 1;
1416                 else if(self.goalentity.team == NUM_TEAM_2)
1417                         bluepower = 1;
1418         }
1419         if(self.enemy.islinked)
1420         {
1421                 if(self.enemy.team == NUM_TEAM_1)
1422                         redpower = 2;
1423                 else if(self.enemy.team == NUM_TEAM_2)
1424                         bluepower = 2;
1425         }
1426
1427         float cc;
1428         if(redpower == 1 && bluepower == 2)
1429                 cc = (NUM_TEAM_1 - 1) * 0x01 + (NUM_TEAM_2 - 1) * 0x10;
1430         else if(redpower == 2 && bluepower == 1)
1431                 cc = (NUM_TEAM_1 - 1) * 0x10 + (NUM_TEAM_2 - 1) * 0x01;
1432         else if(redpower)
1433                 cc = (NUM_TEAM_1 - 1) * 0x11;
1434         else if(bluepower)
1435                 cc = (NUM_TEAM_2 - 1) * 0x11;
1436         else
1437                 cc = 0;
1438
1439         //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1440         //print("cc=", ftos(cc), "\n");
1441
1442         if(cc != self.clientcolors)
1443         {
1444                 self.clientcolors = cc;
1445                 self.SendFlags |= 4;
1446         }
1447
1448         self.nextthink = time;
1449 }
1450
1451 void onslaught_link_delayed()
1452 {
1453         self.goalentity = find(world, targetname, self.target);
1454         self.enemy = find(world, targetname, self.target2);
1455         if (!self.goalentity)
1456                 objerror("can not find target\n");
1457         if (!self.enemy)
1458                 objerror("can not find target2\n");
1459         dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1460         self.SendFlags |= 3;
1461         self.think = onslaught_link_checkupdate;
1462         self.nextthink = time;
1463 }
1464
1465 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1466   Link between control points.
1467
1468   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.
1469
1470 keys:
1471 "target" - first control point.
1472 "target2" - second control point.
1473  */
1474 void spawnfunc_onslaught_link()
1475 {
1476         if (!g_onslaught)
1477         {
1478                 remove(self);
1479                 return;
1480         }
1481         if (self.target == "" || self.target2 == "")
1482                 objerror("target and target2 must be set\n");
1483         InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1484         Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
1485 }
1486
1487 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
1488 {
1489         ret_string = strcat(ret_string, ":ONS");
1490         return 0;
1491 }
1492
1493 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
1494 {
1495         ret_string = strcat(ret_string, ", Onslaught");
1496         return 0;
1497 }
1498
1499 MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
1500 {
1501     
1502     /*
1503     float _neer_home = (random() > 0.5 ? TRUE : FALSE);
1504     
1505         RandomSelection_Init();
1506         
1507         if(self.team == NUM_TEAM_1)
1508         RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);
1509         
1510         if(self.team == NUM_TEAM_2)
1511         RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);
1512         
1513         entity _cp = findchain(classname, "onslaught_controlpoint"):
1514         while _cp;
1515         {
1516             if(_cp.team == self.team)            
1517             RandomSelection_Add(_cp, 0, string_null, 1, 1);
1518                 
1519                 _cp = _cp.chain;
1520         }
1521
1522         if(RandomSelection_chosen_ent)
1523         {
1524                 self.tur_head = RandomSelection_chosen_ent;
1525                 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
1526         }
1527         else if(self.team == spawn_spot.team)
1528                 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
1529     
1530     */
1531     
1532         return 0;
1533 }
1534
1535 MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
1536 {
1537     if(!autocvar_g_onslaught_spawn_at_controlpoints)
1538         return 0;
1539         
1540     if(random() < 0.5)  // 50/50 chane to use default spawnsystem.
1541         return 0;
1542     
1543     float _close_to_home = ((random() > 0.5) ? TRUE : FALSE);
1544     entity _best = world, _trg_gen = world;
1545     float _score, _best_score = MAX_SHOT_DISTANCE;
1546     
1547         RandomSelection_Init();
1548     
1549         if(self.team == NUM_TEAM_1)
1550         {
1551             if(!_close_to_home)
1552             _trg_gen = ons_blue_generator;
1553         else    
1554             _trg_gen  = ons_red_generator;        
1555         }
1556         
1557         if(self.team == NUM_TEAM_2)
1558         {
1559             if(_close_to_home)
1560             _trg_gen = ons_blue_generator;
1561         else    
1562             _trg_gen  = ons_red_generator;        
1563         }
1564         
1565         entity _cp = findchain(classname, "onslaught_controlpoint");
1566         while(_cp)
1567         {
1568             if(_cp.team == self.team)            
1569         {            
1570             _score = vlen(_trg_gen.origin - _cp.origin);
1571             if(_score < _best_score)
1572             {
1573                 _best = _cp;
1574                 _best_score = _score;            
1575             }
1576         }               
1577                 _cp = _cp.chain;
1578         }
1579         
1580     vector _loc;        
1581     float i;    
1582     if(_best)
1583     {
1584         for(i = 0; i < 10; ++i)
1585         {
1586             _loc = _best.origin + '0 0 96';
1587             _loc += ('0 1 0' * random()) * 128; 
1588             tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1589             if(trace_fraction == 1.0 && !trace_startsolid)
1590             {
1591                 setorigin(self, _loc);
1592                 self.angles = normalize(_loc - _best.origin) * RAD2DEG;
1593                 return 0;
1594             }
1595         }
1596     }
1597     else
1598     {
1599         if(!autocvar_g_onslaught_spawn_at_generator)
1600             return 0;
1601         
1602         _trg_gen = ((self.team == NUM_TEAM_1) ? ons_red_generator : ons_blue_generator);
1603         
1604         for(i = 0; i < 10; ++i)
1605         {
1606             _loc = _trg_gen.origin + '0 0 96';
1607             _loc += ('0 1 0' * random()) * 128; 
1608             tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1609             if(trace_fraction == 1.0 && !trace_startsolid)
1610             {
1611                 setorigin(self, _loc);
1612                 self.angles = normalize(_loc - _trg_gen.origin) * RAD2DEG;
1613                 return 0;
1614             }
1615         }
1616     }
1617     
1618     return 0;
1619 }
1620
1621 MUTATOR_HOOKFUNCTION(ons_MonsterThink)
1622 {
1623         entity e = find(world, targetname, self.target);
1624         if (e != world)
1625                 self.team = e.team;
1626                 
1627         self.SendFlags |= MSF_STATUS; // update team
1628
1629         return FALSE;
1630 }
1631
1632 MUTATOR_HOOKFUNCTION(ons_MonsterSpawn)
1633 {
1634         entity e, ee = world;
1635         
1636         if(self.targetname)
1637         {
1638                 e = find(world,target,self.targetname);
1639                 if(e != world)
1640                 {
1641                         self.team = e.team;
1642                         self.SendFlags |= MSF_STATUS;
1643                         ee = e;
1644                 }
1645         }
1646         
1647         if(ee)
1648         {
1649         activator = ee;
1650         self.use();
1651     }
1652
1653         return FALSE;
1654 }
1655
1656 MUTATOR_DEFINITION(gamemode_onslaught)
1657 {
1658         MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
1659         MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
1660         MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
1661         MUTATOR_HOOK(MonsterMove, ons_MonsterThink, CBC_ORDER_ANY);
1662         MUTATOR_HOOK(MonsterSpawn, ons_MonsterSpawn, CBC_ORDER_ANY);
1663         //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
1664
1665         MUTATOR_ONADD
1666         {
1667                 if(time > 1) // game loads at time 1
1668                         error("This is a game type and it cannot be added at runtime.");
1669         }
1670
1671         MUTATOR_ONREMOVE
1672         {
1673                 print("This is a game type and it cannot be removed at runtime.");
1674                 return -1;
1675         }
1676
1677         return 0;
1678 }