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