]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_onslaught.qc
Merge branch 'master' into Mario/csqc_models
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_onslaught.qc
index 1e160bec71d3bfe271e5e48a6bf55f30ab4156d2..fd7f305c910c2859bd528e72d5fb9ec29ae62aba 100644 (file)
@@ -1,8 +1,8 @@
 float autocvar_g_onslaught_spawn_at_controlpoints;
 float autocvar_g_onslaught_spawn_at_generator;
-float autocvar_g_onslaught_controlpoints_proxycap;
-float autocvar_g_onslaught_controlpoints_proxycap_distance = 512;
-float autocvar_g_onslaught_controlpoints_proxycap_dps = 100;
+float autocvar_g_onslaught_cp_proxydecap;
+var float autocvar_g_onslaught_cp_proxydecap_distance = 512;
+var float autocvar_g_onslaught_cp_proxydecap_dps = 100;
 
 void onslaught_generator_updatesprite(entity e);
 void onslaught_controlpoint_updatesprite(entity e);
@@ -22,8 +22,6 @@ void onslaught_link_checkupdate();
 .float lastshielded;
 .float lastcaptured;
 
-.string model1, model2, model3;
-
 entity ons_red_generator;
 entity ons_blue_generator;
 
@@ -399,7 +397,7 @@ void onslaught_generator_think()
                        }
                        // self.max_health / 300 gives 5 minutes of overtime.
                        // control points reduce the overtime duration.
-                       sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTEN_NORM);
                        d = 1;
                        e = findchain(classname, "onslaught_controlpoint");
                        while (e)
@@ -419,19 +417,19 @@ void onslaught_generator_think()
                }
                else if (overtime_msg_time)
                        overtime_msg_time = 0;
-        
+
         if(!self.isshielded && self.wait < time)
         {
             self.wait = time + 5;
-            FOR_EACH_PLAYER(e)
+            FOR_EACH_REALPLAYER(e)
             {
                 if(e.team == self.team)
                 {
                     centerprint(e, "^1Your generator is NOT shielded!\n^7Re-capture controlpoints to shield it!");
-                    soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTN_NONE);    // FIXME: Uniqe sound?
-                }                                  
-            }                                              
-        }    
+                    soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTEN_NONE);    // FIXME: Uniqe sound?
+                }
+            }
+        }
        }
 }
 
@@ -490,7 +488,7 @@ void onslaught_generator_damage_think()
                if(random() < 0.01)
                {
                        pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
-                       sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);
                }
                else
                        pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
@@ -512,14 +510,14 @@ void onslaught_generator_deaththink()
        vector org;
        float i;
 
-       if not (self.count)
+       if (!self.count)
                self.count = 40;
 
        // White shockwave
        if(self.count==40||self.count==20)
        {
                onslaught_generator_ring_spawn(self.origin);
-               sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTEN_NORM);
        }
 
        // Throw some gibs
@@ -545,7 +543,7 @@ void onslaught_generator_deaththink()
        if(random() < 0.25)
        {
                te_explosion(self.origin);
-               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
        }
 
        // Particles
@@ -565,7 +563,7 @@ void onslaught_generator_deaththink()
                te_explosion(org);
                onslaught_generator_shockwave_spawn(org);
                pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
-               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
        }
        else
                self.nextthink = time + 0.05;
@@ -578,7 +576,7 @@ void onslaught_generator_damage(entity inflictor, entity attacker, float damage,
        float i;
        if (damage <= 0)
                return;
-       if(inWarmupStage)
+       if(warmup_stage)
                return;
        if (attacker != self)
        {
@@ -586,7 +584,7 @@ void onslaught_generator_damage(entity inflictor, entity attacker, float damage,
                {
                        // this is protected by a shield, so ignore the damage
                        if (time > self.pain_finished)
-                               if (attacker.classname == "player")
+                               if (IS_PLAYER(attacker))
                                {
                                        play2(attacker, "onslaught/damageblockedbyshield.wav");
                                        self.pain_finished = time + 1;
@@ -616,7 +614,7 @@ void onslaught_generator_damage(entity inflictor, entity attacker, float damage,
 #endif
                self.lasthealth = self.health;
        }
-       else if not(inWarmupStage)
+       else if (!warmup_stage)
        {
                if (attacker == self)
                        bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
@@ -666,7 +664,7 @@ void onslaught_generator_damage(entity inflictor, entity attacker, float damage,
        // Throw some flaming gibs on damage, more damage = more chance for gib
        if(random() < damage/220)
        {
-               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
                i = random();
                if(i < 0.3)
                        ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
@@ -682,9 +680,9 @@ void onslaught_generator_damage(entity inflictor, entity attacker, float damage,
 
                //sound on every hit
                if (random() < 0.5)
-                       sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
                else
-                       sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
        }
 
        //throw some gibs on damage
@@ -856,8 +854,11 @@ void onslaught_generator_reset()
        setmodel(self, "models/onslaught/generator.md3");
        setsize(self, '-52 -52 -14', '52 52 75');
 
-       if (!self.noalign)
-        droptofloor();
+       if(!self.noalign)
+       {
+               setorigin(self, self.origin + '0 0 20');
+               droptofloor();
+       }
 
        WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
        WaypointSprite_UpdateHealth(self.sprite, self.health);
@@ -977,7 +978,7 @@ void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float
        {
                // this is protected by a shield, so ignore the damage
                if (time > self.pain_finished)
-                       if (attacker.classname == "player")
+                       if (IS_PLAYER(attacker))
                        {
                                play2(attacker, "onslaught/damageblockedbyshield.wav");
                                self.pain_finished = time + 1;
@@ -985,7 +986,7 @@ void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float
                return;
        }
 
-       if (attacker.classname == "player")
+       if (IS_PLAYER(attacker))
        {
                nag = FALSE;
                if(self.team == NUM_TEAM_1)
@@ -1025,13 +1026,13 @@ void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float
        pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
        //sound on every hit
        if (random() < 0.5)
-               sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
+               sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTEN_NORM);
        else
-               sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
+               sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTEN_NORM);
 
        if (self.health < 0)
        {
-               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
                pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
                {
                        string t;
@@ -1076,9 +1077,9 @@ void onslaught_controlpoint_icon_think()
 {
        entity oself;
        self.nextthink = time + sys_frametime;
-       
-       if(autocvar_g_onslaught_controlpoints_proxycap)
-       {        
+
+       if(autocvar_g_onslaught_cp_proxydecap)
+       {
         float _enemy_count = 0;
         float _friendly_count = 0;
         float _dist;
@@ -1089,7 +1090,7 @@ void onslaught_controlpoint_icon_think()
             if(!_player.deadflag)
             {
                 _dist = vlen(_player.origin - self.origin);
-                if(_dist < autocvar_g_onslaught_controlpoints_proxycap_distance)
+                if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
                 {
                     if(_player.team == self.team)
                         ++_friendly_count;
@@ -1099,9 +1100,9 @@ void onslaught_controlpoint_icon_think()
             }
         }
 
-        _friendly_count = _friendly_count * (autocvar_g_onslaught_controlpoints_proxycap_dps * sys_frametime);
-        _enemy_count = _enemy_count * (autocvar_g_onslaught_controlpoints_proxycap_dps * sys_frametime);
-        
+        _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
+        _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
+
         self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
         if(self.health <= 0)
         {
@@ -1109,7 +1110,7 @@ void onslaught_controlpoint_icon_think()
             return;
         }
     }
-    
+
        if (time > self.pain_finished + 5)
        {
                if(self.health < self.max_health)
@@ -1208,9 +1209,9 @@ void onslaught_controlpoint_icon_think()
                pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
 
                if(random() > 0.8)
-                       sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTEN_NORM);
                else if (random() > 0.5)
-                       sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTEN_NORM);
        }
 }
 
@@ -1233,7 +1234,7 @@ void onslaught_controlpoint_icon_buildthink()
                self.health = self.max_health;
                self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
                self.think = onslaught_controlpoint_icon_think;
-               sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTEN_NORM);
                bprint(Team_ColoredFullName(self.team), " captured ", self.owner.message, " control point\n");
                self.owner.iscaptured = TRUE;
 
@@ -1270,7 +1271,7 @@ void onslaught_controlpoint_touch()
 {
        entity e;
        float a;
-       if (other.classname != "player")
+       if (!IS_PLAYER(other))
                return;
        a = onslaught_controlpoint_attackable(self, other.team);
        if(a != 2 && a != 4)
@@ -1296,13 +1297,19 @@ void onslaught_controlpoint_touch()
        e.think = onslaught_controlpoint_icon_buildthink;
        e.nextthink = time + sys_frametime;
        e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
-       sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
+       sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTEN_NORM);
        self.team = e.team;
        self.colormap = e.colormap;
        WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
        onslaught_updatelinks();
 }
 
+void onslaught_controlpoint_think()
+{
+       self.nextthink = time;
+       CSQCMODEL_AUTOUPDATE();
+}
+
 void onslaught_controlpoint_reset()
 {
        if(self.goalentity && self.goalentity != world)
@@ -1315,8 +1322,9 @@ void onslaught_controlpoint_reset()
        self.isshielded = TRUE;
        self.enemy.solid = SOLID_NOT;
        self.enemy.colormap = self.colormap;
-       self.think = self.enemy.think = func_null;
-       self.nextthink = 0; // don't like func_null :P
+       self.think = onslaught_controlpoint_think;
+       self.enemy.think = func_null;
+       self.nextthink = time; // don't like func_null :P
        setmodel(self, "models/onslaught/controlpoint_pad.md3");
        //setsize(self, '-32 -32 0', '32 32 8');
 
@@ -1326,6 +1334,8 @@ void onslaught_controlpoint_reset()
 
        activator = self;
        SUB_UseTargets(); // to reset the structures, playerspawns etc.
+       
+       CSQCMODEL_AUTOUPDATE();
 }
 
 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
@@ -1338,49 +1348,6 @@ keys:
 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
  */
- /*
-void onslaught_controlpoint_think()
-{
-    self.nextthink = time;
-       //if(autocvar_g_onslaught_controlpoints_proxycap)
-                   
-    float _enemy_count;
-    float _friendly_count;
-    float _dist;
-    entity _player;
-    
-    FOR_EACH_PLAYER(_player)
-    {
-        if(!_player.deadflag)
-        {
-            _dist = vlen(_player.origin - self.origin);
-            if(_dist < autocvar_g_onslaught_controlpoints_proxycap_distance)
-            {
-                if(_player.team == self.team)
-                    ++_friendly_count;
-                else
-                    ++_enemy_count;
-            }
-        }
-    }
-
-    _friendly_count = _friendly_count * (autocvar_g_onslaught_controlpoints_proxycap_dps * sys_frametime);
-    _enemy_count = _enemy_count * (autocvar_g_onslaught_controlpoints_proxycap_dps * sys_frametime);
-    
-    self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
-    if(self.health <= 0)
-    {
-        onslaught_controlpoint_icon_damage(self, self, 1, 0, self.origin, '0 0 0');
-        return;
-    }
-    
-    if(self.health == max_health)
-       {
-           
-       }
-}
-*/
 
 void spawnfunc_onslaught_controlpoint()
 {
@@ -1407,20 +1374,23 @@ void spawnfunc_onslaught_controlpoint()
        precache_sound("onslaught/controlpoint_underattack.wav");
        precache_sound("onslaught/ons_spark1.wav");
        precache_sound("onslaught/ons_spark2.wav");
+
        self.solid = SOLID_BBOX;
        self.movetype = MOVETYPE_NONE;
        setmodel(self, "models/onslaught/controlpoint_pad.md3");
        //setsize(self, '-32 -32 0', '32 32 8');
-       if (!self.noalign)
-        droptofloor();
-       
-       setorigin(self, self.origin);
+       if(!self.noalign)
+       {
+               setorigin(self, self.origin + '0 0 20');
+               droptofloor();
+       }
        self.touch = onslaught_controlpoint_touch;
        self.team = 0;
        self.colormap = 1024;
        self.iscaptured = FALSE;
        self.islinked = FALSE;
        self.isshielded = TRUE;
+
        // spawn shield model which indicates whether this can be damaged
        self.enemy = spawn();
        self.enemy.classname = "onslaught_controlpoint_shield";
@@ -1428,7 +1398,7 @@ void spawnfunc_onslaught_controlpoint()
        self.enemy.movetype = MOVETYPE_NONE;
        self.enemy.effects = EF_ADDITIVE;
        setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
-       
+
        setattachment(self.enemy , self, "");
        //setsize(e, '-32 -32 0', '32 32 128');
 
@@ -1436,13 +1406,18 @@ void spawnfunc_onslaught_controlpoint()
        self.enemy.colormap = self.colormap;
 
        waypoint_spawnforitem(self);
+       
+       self.think = onslaught_controlpoint_think;
+       self.nextthink = time;
 
        WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
        WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
 
        onslaught_updatelinks();
-       
+
        self.reset = onslaught_controlpoint_reset;
+       
+       CSQCMODEL_AUTOINIT();
 }
 
 float onslaught_link_send(entity to, float sendflags)
@@ -1557,7 +1532,7 @@ MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
 
 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
 {
-       ret_string = strcat(ret_string, ", Onslught");
+       ret_string = strcat(ret_string, ", Onslaught");
        return 0;
 }
 
@@ -1685,15 +1660,11 @@ MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
 
 MUTATOR_DEFINITION(gamemode_onslaught)
 {
-       //MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
-       //MUTATOR_HOOK(MakePlayerObserver, nexball_BallDrop, CBC_ORDER_ANY);
-       //MUTATOR_HOOK(ClientDisconnect, nexball_BallDrop, CBC_ORDER_ANY);
-       //MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
        MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
        MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
        MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
        //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
-       
+
        MUTATOR_ONADD
        {
                if(time > 1) // game loads at time 1