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1 #include "gamemode_domination.qh"
2 #ifndef GAMEMODE_DOMINATION_H
3 #define GAMEMODE_DOMINATION_H
4
5 #define autocvar_g_domination_point_limit cvar("g_domination_point_limit")
6 bool autocvar_g_domination_roundbased;
7 int autocvar_g_domination_roundbased_point_limit;
8 int autocvar_g_domination_point_leadlimit;
9
10 void dom_Initialize();
11
12 REGISTER_MUTATOR(dom, false)
13 {
14         MUTATOR_ONADD
15         {
16                 if (time > 1) // game loads at time 1
17                         error("This is a game type and it cannot be added at runtime.");
18                 dom_Initialize();
19
20                 int fraglimit_override = autocvar_g_domination_point_limit;
21                 if (autocvar_g_domination_roundbased && autocvar_g_domination_roundbased_point_limit)
22                         fraglimit_override = autocvar_g_domination_roundbased_point_limit;
23
24                 ActivateTeamplay();
25                 SetLimits(fraglimit_override, autocvar_g_domination_point_leadlimit, autocvar_timelimit_override, -1);
26                 have_team_spawns = -1; // request team spawns
27         }
28
29         MUTATOR_ONREMOVE
30         {
31                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
32                 return -1;
33         }
34
35         return 0;
36 }
37
38 // score rule declarations
39 const float ST_DOM_TICKS = 1;
40 const float SP_DOM_TICKS = 4;
41 const float SP_DOM_TAKES = 5;
42 const float ST_DOM_CAPS = 1;
43 const float SP_DOM_CAPS = 4;
44
45 // pps: points per second
46 .float dom_total_pps = _STAT(DOM_TOTAL_PPS);
47 .float dom_pps_red = _STAT(DOM_PPS_RED);
48 .float dom_pps_blue = _STAT(DOM_PPS_BLUE);
49 .float dom_pps_yellow = _STAT(DOM_PPS_YELLOW);
50 .float dom_pps_pink = _STAT(DOM_PPS_PINK);
51 float total_pps;
52 float pps_red;
53 float pps_blue;
54 float pps_yellow;
55 float pps_pink;
56
57 // capture declarations
58 .float enemy_playerid;
59 .entity sprite;
60 .float captime;
61
62 // misc globals
63 float domination_roundbased;
64 float domination_teams;
65 #endif
66
67 #ifdef IMPLEMENTATION
68
69 #include <server/teamplay.qh>
70
71 bool g_domination;
72
73 int autocvar_g_domination_default_teams;
74 bool autocvar_g_domination_disable_frags;
75 int autocvar_g_domination_point_amt;
76 bool autocvar_g_domination_point_fullbright;
77 float autocvar_g_domination_round_timelimit;
78 float autocvar_g_domination_warmup;
79 float autocvar_g_domination_point_rate;
80 int autocvar_g_domination_teams_override;
81
82 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
83 {
84         if(autocvar_sv_eventlog)
85                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
86 }
87
88 void set_dom_state(entity e)
89 {
90         e.dom_total_pps = total_pps;
91         e.dom_pps_red = pps_red;
92         e.dom_pps_blue = pps_blue;
93         if(domination_teams >= 3)
94                 e.dom_pps_yellow = pps_yellow;
95         if(domination_teams >= 4)
96                 e.dom_pps_pink = pps_pink;
97 }
98
99 void dompoint_captured ()
100 {SELFPARAM();
101         entity head;
102         float old_delay, old_team, real_team;
103
104         // now that the delay has expired, switch to the latest team to lay claim to this point
105         head = self.owner;
106
107         real_team = self.cnt;
108         self.cnt = -1;
109
110         dom_EventLog("taken", self.team, self.dmg_inflictor);
111         self.dmg_inflictor = world;
112
113         self.goalentity = head;
114         self.model = head.mdl;
115         self.modelindex = head.dmg;
116         self.skin = head.skin;
117
118         float points, wait_time;
119         if (autocvar_g_domination_point_amt)
120                 points = autocvar_g_domination_point_amt;
121         else
122                 points = self.frags;
123         if (autocvar_g_domination_point_rate)
124                 wait_time = autocvar_g_domination_point_rate;
125         else
126                 wait_time = self.wait;
127
128         if(domination_roundbased)
129                 bprint(sprintf("^3%s^3%s\n", head.netname, self.message));
130         else
131                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, self.message, points, wait_time);
132
133         if(self.enemy.playerid == self.enemy_playerid)
134                 PlayerScore_Add(self.enemy, SP_DOM_TAKES, 1);
135         else
136                 self.enemy = world;
137
138         if (head.noise != "")
139                 if(self.enemy)
140                         _sound(self.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
141                 else
142                         _sound(self, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
143         if (head.noise1 != "")
144                 play2all(head.noise1);
145
146         self.delay = time + wait_time;
147
148         // do trigger work
149         old_delay = self.delay;
150         old_team = self.team;
151         self.team = real_team;
152         self.delay = 0;
153         SUB_UseTargets (self, self, NULL);
154         self.delay = old_delay;
155         self.team = old_team;
156
157         entity msg = WP_DomNeut;
158         switch(self.team)
159         {
160                 case NUM_TEAM_1: msg = WP_DomRed; break;
161                 case NUM_TEAM_2: msg = WP_DomBlue; break;
162                 case NUM_TEAM_3: msg = WP_DomYellow; break;
163                 case NUM_TEAM_4: msg = WP_DomPink; break;
164         }
165
166         WaypointSprite_UpdateSprites(self.sprite, msg, WP_Null, WP_Null);
167
168         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
169         for(head = world; (head = find(head, classname, "dom_controlpoint")) != world; )
170         FOREACH_ENTITY_CLASS("dom_controlpoint", true, LAMBDA(
171                 if (autocvar_g_domination_point_amt)
172                         points = autocvar_g_domination_point_amt;
173                 else
174                         points = it.frags;
175                 if (autocvar_g_domination_point_rate)
176                         wait_time = autocvar_g_domination_point_rate;
177                 else
178                         wait_time = it.wait;
179                 switch(it.goalentity.team)
180                 {
181                         case NUM_TEAM_1: pps_red += points/wait_time; break;
182                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
183                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
184                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
185                 }
186                 total_pps += points/wait_time;
187         ));
188
189         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_DOMPOINT, colormapPaletteColor(self.goalentity.team - 1, 0));
190         WaypointSprite_Ping(self.sprite);
191
192         self.captime = time;
193
194         FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(set_dom_state(it)));
195 }
196
197 void AnimateDomPoint()
198 {SELFPARAM();
199         if(self.pain_finished > time)
200                 return;
201         self.pain_finished = time + self.t_width;
202         if(self.nextthink > self.pain_finished)
203                 self.nextthink = self.pain_finished;
204
205         self.frame = self.frame + 1;
206         if(self.frame > self.t_length)
207                 self.frame = 0;
208 }
209
210 void dompointthink()
211 {SELFPARAM();
212         float fragamt;
213
214         self.nextthink = time + 0.1;
215
216         //self.frame = self.frame + 1;
217         //if(self.frame > 119)
218         //      self.frame = 0;
219         AnimateDomPoint();
220
221         // give points
222
223         if (gameover || self.delay > time || time < game_starttime)     // game has ended, don't keep giving points
224                 return;
225
226         if(autocvar_g_domination_point_rate)
227                 self.delay = time + autocvar_g_domination_point_rate;
228         else
229                 self.delay = time + self.wait;
230
231         // give credit to the team
232         // NOTE: this defaults to 0
233         if (!domination_roundbased)
234         if (self.goalentity.netname != "")
235         {
236                 if(autocvar_g_domination_point_amt)
237                         fragamt = autocvar_g_domination_point_amt;
238                 else
239                         fragamt = self.frags;
240                 TeamScore_AddToTeam(self.goalentity.team, ST_SCORE, fragamt);
241                 TeamScore_AddToTeam(self.goalentity.team, ST_DOM_TICKS, fragamt);
242
243                 // give credit to the individual player, if he is still there
244                 if (self.enemy.playerid == self.enemy_playerid)
245                 {
246                         PlayerScore_Add(self.enemy, SP_SCORE, fragamt);
247                         PlayerScore_Add(self.enemy, SP_DOM_TICKS, fragamt);
248                 }
249                 else
250                         self.enemy = world;
251         }
252 }
253
254 void dompointtouch()
255 {SELFPARAM();
256         entity head;
257         if (!IS_PLAYER(other))
258                 return;
259         if (other.health < 1)
260                 return;
261
262         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
263                 return;
264
265         if(time < self.captime + 0.3)
266                 return;
267
268         // only valid teams can claim it
269         head = find(world, classname, "dom_team");
270         while (head && head.team != other.team)
271                 head = find(head, classname, "dom_team");
272         if (!head || head.netname == "" || head == self.goalentity)
273                 return;
274
275         // delay capture
276
277         self.team = self.goalentity.team; // this stores the PREVIOUS team!
278
279         self.cnt = other.team;
280         self.owner = head; // team to switch to after the delay
281         self.dmg_inflictor = other;
282
283         // self.state = 1;
284         // self.delay = time + cvar("g_domination_point_capturetime");
285         //self.nextthink = time + cvar("g_domination_point_capturetime");
286         //self.think = dompoint_captured;
287
288         // go to neutral team in the mean time
289         head = find(world, classname, "dom_team");
290         while (head && head.netname != "")
291                 head = find(head, classname, "dom_team");
292         if(head == world)
293                 return;
294
295         WaypointSprite_UpdateSprites(self.sprite, WP_DomNeut, WP_Null, WP_Null);
296         WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_DOMPOINT, '0 1 1');
297         WaypointSprite_Ping(self.sprite);
298
299         self.goalentity = head;
300         self.model = head.mdl;
301         self.modelindex = head.dmg;
302         self.skin = head.skin;
303
304         self.enemy = other; // individual player scoring
305         self.enemy_playerid = other.playerid;
306         dompoint_captured();
307 }
308
309 void dom_controlpoint_setup(entity this);
310 void dom_controlpoint_setup_self() { SELFPARAM(); dom_controlpoint_setup(this); }
311 void dom_controlpoint_setup(entity this)
312 {
313         entity head;
314         // find the spawnfunc_dom_team representing unclaimed points
315         head = find(world, classname, "dom_team");
316         while(head && head.netname != "")
317                 head = find(head, classname, "dom_team");
318         if (!head)
319                 objerror("no spawnfunc_dom_team with netname \"\" found\n");
320
321         // copy important properties from spawnfunc_dom_team entity
322         self.goalentity = head;
323         _setmodel(self, head.mdl); // precision already set
324         self.skin = head.skin;
325
326         self.cnt = -1;
327
328         if(self.message == "")
329                 self.message = " has captured a control point";
330
331         if(self.frags <= 0)
332                 self.frags = 1;
333         if(self.wait <= 0)
334                 self.wait = 5;
335
336         float points, waittime;
337         if (autocvar_g_domination_point_amt)
338                 points = autocvar_g_domination_point_amt;
339         else
340                 points = self.frags;
341         if (autocvar_g_domination_point_rate)
342                 waittime = autocvar_g_domination_point_rate;
343         else
344                 waittime = self.wait;
345
346         total_pps += points/waittime;
347
348         if(!self.t_width)
349                 self.t_width = 0.02; // frame animation rate
350         if(!self.t_length)
351                 self.t_length = 239; // maximum frame
352
353         self.think = dompointthink;
354         self.nextthink = time;
355         self.touch = dompointtouch;
356         self.solid = SOLID_TRIGGER;
357         self.flags = FL_ITEM;
358         setsize(self, '-32 -32 -32', '32 32 32');
359         setorigin(self, self.origin + '0 0 20');
360         droptofloor();
361
362         waypoint_spawnforitem(self);
363         WaypointSprite_SpawnFixed(WP_DomNeut, self.origin + '0 0 32', self, sprite, RADARICON_DOMPOINT);
364 }
365
366 float total_controlpoints;
367 void Domination_count_controlpoints()
368 {
369         entity e;
370         total_controlpoints = redowned = blueowned = yellowowned = pinkowned = 0;
371         for(e = world; (e = find(e, classname, "dom_controlpoint")) != world; )
372         {
373                 ++total_controlpoints;
374                 redowned += (e.goalentity.team == NUM_TEAM_1);
375                 blueowned += (e.goalentity.team == NUM_TEAM_2);
376                 yellowowned += (e.goalentity.team == NUM_TEAM_3);
377                 pinkowned += (e.goalentity.team == NUM_TEAM_4);
378         }
379 }
380
381 float Domination_GetWinnerTeam()
382 {
383         float winner_team = 0;
384         if(redowned == total_controlpoints)
385                 winner_team = NUM_TEAM_1;
386         if(blueowned == total_controlpoints)
387         {
388                 if(winner_team) return 0;
389                 winner_team = NUM_TEAM_2;
390         }
391         if(yellowowned == total_controlpoints)
392         {
393                 if(winner_team) return 0;
394                 winner_team = NUM_TEAM_3;
395         }
396         if(pinkowned == total_controlpoints)
397         {
398                 if(winner_team) return 0;
399                 winner_team = NUM_TEAM_4;
400         }
401         if(winner_team)
402                 return winner_team;
403         return -1; // no control points left?
404 }
405
406 #define DOM_OWNED_CONTROLPOINTS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
407 #define DOM_OWNED_CONTROLPOINTS_OK() (DOM_OWNED_CONTROLPOINTS() < total_controlpoints)
408 float Domination_CheckWinner()
409 {
410         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
411         {
412                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
413                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
414                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
415                 return 1;
416         }
417
418         Domination_count_controlpoints();
419
420         float winner_team = Domination_GetWinnerTeam();
421
422         if(winner_team == -1)
423                 return 0;
424
425         if(winner_team > 0)
426         {
427                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
428                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
429                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
430         }
431         else if(winner_team == -1)
432         {
433                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
434                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
435         }
436
437         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
438
439         return 1;
440 }
441
442 float Domination_CheckPlayers()
443 {
444         return 1;
445 }
446
447 void Domination_RoundStart()
448 {
449         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.player_blocked = false));
450 }
451
452 //go to best items, or control points you don't own
453 void havocbot_role_dom(entity this)
454 {
455         if(IS_DEAD(this))
456                 return;
457
458         if (this.bot_strategytime < time)
459         {
460                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
461                 navigation_goalrating_start(this);
462                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
463                 havocbot_goalrating_items(this, 8000, this.origin, 8000);
464                 //havocbot_goalrating_enemyplayers(this, 3000, this.origin, 2000);
465                 //havocbot_goalrating_waypoints(1, this.origin, 1000);
466                 navigation_goalrating_end(this);
467         }
468 }
469
470 MUTATOR_HOOKFUNCTION(dom, GetTeamCount)
471 {
472         // fallback?
473         ret_float = domination_teams;
474         ret_string = "dom_team";
475
476         entity head = find(world, classname, ret_string);
477         while(head)
478         {
479                 if(head.netname != "")
480                 {
481                         switch(head.team)
482                         {
483                                 case NUM_TEAM_1: c1 = 0; break;
484                                 case NUM_TEAM_2: c2 = 0; break;
485                                 case NUM_TEAM_3: c3 = 0; break;
486                                 case NUM_TEAM_4: c4 = 0; break;
487                         }
488                 }
489
490                 head = find(head, classname, ret_string);
491         }
492
493         ret_string = string_null;
494
495         return true;
496 }
497
498 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
499 {SELFPARAM();
500         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
501         FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
502                 setself(it);
503                 PutClientInServer();
504                 if(domination_roundbased)
505                         self.player_blocked = 1;
506                 if(IS_REAL_CLIENT(self))
507                         set_dom_state(self);
508         ));
509         return 1;
510 }
511
512 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
513 {SELFPARAM();
514         if(domination_roundbased)
515         if(!round_handler_IsRoundStarted())
516                 self.player_blocked = 1;
517         else
518                 self.player_blocked = 0;
519         return false;
520 }
521
522 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
523 {SELFPARAM();
524         set_dom_state(self);
525         return false;
526 }
527
528 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
529 {SELFPARAM();
530         self.havocbot_role = havocbot_role_dom;
531         return true;
532 }
533
534 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
535 Control point for Domination gameplay.
536 */
537 spawnfunc(dom_controlpoint)
538 {
539         if(!g_domination)
540         {
541                 remove(self);
542                 return;
543         }
544         self.think = dom_controlpoint_setup_self;
545         self.nextthink = time + 0.1;
546         self.reset = dom_controlpoint_setup;
547
548         if(!self.scale)
549                 self.scale = 0.6;
550
551         self.effects = self.effects | EF_LOWPRECISION;
552         if (autocvar_g_domination_point_fullbright)
553                 self.effects |= EF_FULLBRIGHT;
554 }
555
556 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
557 Team declaration for Domination gameplay, this allows you to decide what team
558 names and control point models are used in your map.
559
560 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
561 can have netname set!  The nameless team owns all control points at start.
562
563 Keys:
564 "netname"
565  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
566 "cnt"
567  Scoreboard color of the team (for example 4 is red and 13 is blue)
568 "model"
569  Model to use for control points owned by this team (for example
570  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
571  keycard)
572 "skin"
573  Skin of the model to use (for team skins on a single model)
574 "noise"
575  Sound to play when this team captures a point.
576  (this is a localized sound, like a small alarm or other effect)
577 "noise1"
578  Narrator speech to play when this team captures a point.
579  (this is a global sound, like "Red team has captured a control point")
580 */
581
582 spawnfunc(dom_team)
583 {
584         if(!g_domination || autocvar_g_domination_teams_override >= 2)
585         {
586                 remove(self);
587                 return;
588         }
589         precache_model(self.model);
590         if (self.noise != "")
591                 precache_sound(self.noise);
592         if (self.noise1 != "")
593                 precache_sound(self.noise1);
594         self.classname = "dom_team";
595         _setmodel(self, self.model); // precision not needed
596         self.mdl = self.model;
597         self.dmg = self.modelindex;
598         self.model = "";
599         self.modelindex = 0;
600         // this would have to be changed if used in quakeworld
601         if(self.cnt)
602                 self.team = self.cnt + 1; // WHY are these different anyway?
603 }
604
605 // scoreboard setup
606 void ScoreRules_dom(float teams)
607 {
608         if(domination_roundbased)
609         {
610                 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
611                 ScoreInfo_SetLabel_TeamScore  (ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
612                 ScoreInfo_SetLabel_PlayerScore(SP_DOM_TAKES, "takes", 0);
613                 ScoreRules_basics_end();
614         }
615         else
616         {
617                 float sp_domticks, sp_score;
618                 sp_score = sp_domticks = 0;
619                 if(autocvar_g_domination_disable_frags)
620                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
621                 else
622                         sp_score = SFL_SORT_PRIO_PRIMARY;
623                 ScoreRules_basics(teams, sp_score, sp_score, true);
624                 ScoreInfo_SetLabel_TeamScore  (ST_DOM_TICKS,    "ticks",     sp_domticks);
625                 ScoreInfo_SetLabel_PlayerScore(SP_DOM_TICKS,    "ticks",     sp_domticks);
626                 ScoreInfo_SetLabel_PlayerScore(SP_DOM_TAKES,    "takes",     0);
627                 ScoreRules_basics_end();
628         }
629 }
630
631 // code from here on is just to support maps that don't have control point and team entities
632 void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
633 {SELFPARAM();
634     TC(Sound, capsound);
635         setself(spawn());
636         self.classname = "dom_team";
637         self.netname = strzone(teamname);
638         self.cnt = teamcolor;
639         self.model = pointmodel;
640         self.skin = pointskin;
641         self.noise = strzone(Sound_fixpath(capsound));
642         self.noise1 = strzone(capnarration);
643         self.message = strzone(capmessage);
644
645         // this code is identical to spawnfunc_dom_team
646         _setmodel(self, self.model); // precision not needed
647         self.mdl = self.model;
648         self.dmg = self.modelindex;
649         self.model = "";
650         self.modelindex = 0;
651         // this would have to be changed if used in quakeworld
652         self.team = self.cnt + 1;
653
654         //eprint(self);
655         setself(this);
656 }
657
658 void self_spawnfunc_dom_controlpoint() { SELFPARAM(); spawnfunc_dom_controlpoint(self); }
659 void dom_spawnpoint(vector org)
660 {SELFPARAM();
661         setself(spawn());
662         self.classname = "dom_controlpoint";
663         self.think = self_spawnfunc_dom_controlpoint;
664         self.nextthink = time;
665         setorigin(self, org);
666         spawnfunc_dom_controlpoint(this);
667         setself(this);
668 }
669
670 // spawn some default teams if the map is not set up for domination
671 void dom_spawnteams(int teams)
672 {
673     TC(int, teams);
674         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
675         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
676         if(teams >= 3)
677                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
678         if(teams >= 4)
679                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
680         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
681 }
682
683 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
684 {
685         // if no teams are found, spawn defaults
686         if(find(world, classname, "dom_team") == world || autocvar_g_domination_teams_override >= 2)
687         {
688                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.\n");
689                 domination_teams = bound(2, ((autocvar_g_domination_teams_override < 2) ? autocvar_g_domination_default_teams : autocvar_g_domination_teams_override), 4);
690                 dom_spawnteams(domination_teams);
691         }
692
693         CheckAllowedTeams(world);
694         domination_teams = ((c4>=0) ? 4 : (c3>=0) ? 3 : 2);
695
696         domination_roundbased = autocvar_g_domination_roundbased;
697
698         ScoreRules_dom(domination_teams);
699
700         if(domination_roundbased)
701         {
702                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
703                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
704         }
705 }
706
707 void dom_Initialize()
708 {
709         g_domination = true;
710         InitializeEntity(world, dom_DelayedInit, INITPRIO_GAMETYPE);
711 }
712
713 #endif