// these are needed since mutators are compiled last #ifdef SVQC .entity ons_toucher; // player who touched the control point // control point / generator constants #define CP_THINKRATE 0.2 // definitions .entity sprite; .string target2; .float iscaptured; .float islinked; .float isgenneighbor_red; .float isgenneighbor_blue; .float iscpneighbor_red; .float iscpneighbor_blue; .float isshielded; .float lasthealth; .float lastteam; .float lastshielded; .float lastcaptured; entity ons_generator[17]; .float isgenneighbor[17]; .float iscpneighbor[17]; float ons_notification_time[17]; .vector ons_deathloc; // declarations for functions used outside gamemode_onslaught.qc void onslaught_generator_updatesprite(entity e); void onslaught_controlpoint_updatesprite(entity e); void onslaught_link_checkupdate(); float onslaught_controlpoint_attackable(entity cp, float t); // CaptureShield: Prevent capturing or destroying control point/generator if it is not available yet float ons_captureshield_force; // push force of the shield // score rule declarations #define ST_ONS_CAPS 1 #define SP_ONS_CAPS 4 #define SP_ONS_TAKES 6 #endif