]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_assault.qc
Remove an useless placeholder waypoint
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
index f4566a9ca667b305a759e05fcf96edf9dc7c6e4c..2e23264248039a27e61bcc223e5c9240b508e7f7 100644 (file)
@@ -1,6 +1,7 @@
 #include "gamemode_assault.qh"
 
 .entity sprite;
+#define AS_ROUND_DELAY 5
 
 // random functions
 void assault_objective_use(entity this, entity actor, entity trigger)
@@ -105,7 +106,7 @@ void target_objective_decrease_activate(entity this)
                                it.sprite = NULL; // TODO: just unsetting it?!
                }
 
-               spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
+               spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
                spr.assault_decreaser = this;
                spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
                spr.classname = "sprite_waypoint";
@@ -179,21 +180,10 @@ void assault_wall_think(entity this)
 
 // trigger new round
 // reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearreturn(entity veh);
-void vehicles_spawn(entity this);
 void assault_new_round(entity this)
 {
        //bprint("ASSAULT: new round\n");
 
-       // Eject players from vehicles
-    FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
-
-    IL_EACH(g_vehicles, true,
-    {
-        vehicles_clearreturn(it);
-        vehicles_spawn(it);
-    });
-
        // up round counter
        this.winning = this.winning + 1;
 
@@ -213,14 +203,27 @@ void assault_new_round(entity this)
        });
 
        // reset the level with a countdown
-       cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+       cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
        ReadyRestart_force(); // sets game_starttime
 }
 
+entity as_round;
+.entity ent_winning;
+void as_round_think()
+{
+       gameover = false;
+       assault_new_round(as_round.ent_winning);
+       delete(as_round);
+       as_round = NULL;
+}
+
 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
 // they win. Otherwise the defending team wins once the timelimit passes.
 int WinningCondition_Assault()
 {
+       if(as_round)
+               return WINNING_NO;
+
        WinningConditionHelper(NULL); // set worldstatus
 
        int status = WINNING_NO;
@@ -240,7 +243,7 @@ int WinningCondition_Assault()
        {
                if(ent.winning) // round end has been triggered by attacking team
                {
-                       bprint("ASSAULT: round completed...\n");
+                       bprint("Assault: round completed.\n");
                        SetWinners(team, assault_attacker_team);
 
                        TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
@@ -251,7 +254,17 @@ int WinningCondition_Assault()
                        }
                        else
                        {
-                               assault_new_round(ent);
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
+                               as_round = new(as_round);
+                               as_round.think = as_round_think;
+                               as_round.ent_winning = ent;
+                               as_round.nextthink = time + AS_ROUND_DELAY;
+                               gameover = true;
+
+                               // make sure timelimit isn't hit while the game is blocked
+                               if(autocvar_timelimit > 0)
+                               if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
+                                       cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
                        }
                }
        }
@@ -540,7 +553,7 @@ MUTATOR_HOOKFUNCTION(as, TurretSpawn)
                turret.team = 5; // this gets reversed when match starts?
 }
 
-MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
+MUTATOR_HOOKFUNCTION(as, VehicleInit)
 {
        entity veh = M_ARGV(0, entity);
 
@@ -562,7 +575,7 @@ MUTATOR_HOOKFUNCTION(as, PlayHitsound)
        return (frag_victim.classname == "func_assault_destructible");
 }
 
-MUTATOR_HOOKFUNCTION(as, GetTeamCount)
+MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
 {
        // assault always has 2 teams
        c1 = c2 = 0;