Merge branch 'master' into terencehill/ons_spawn_patch 242/head
authorMario <mario@smbclan.net>
Sat, 24 Oct 2015 10:14:09 +0000 (20:14 +1000)
committerMario <mario@smbclan.net>
Sat, 24 Oct 2015 10:14:09 +0000 (20:14 +1000)
1  2 
qcsrc/server/mutators/mutator/gamemode_onslaught.qc

index 0000000,4cda650..51ddcad
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,2318 +1,2326 @@@
 -              loc *= random() * range;
+ #ifndef GAMEMODE_ONSLAUGHT_H
+ #define GAMEMODE_ONSLAUGHT_H
+ float autocvar_g_onslaught_point_limit;
+ void ons_Initialize();
+ REGISTER_MUTATOR(ons, false)
+ {
+       ActivateTeamplay();
+       SetLimits(autocvar_g_onslaught_point_limit, -1, -1, -1);
+       have_team_spawns = -1; // request team spawns
+       MUTATOR_ONADD
+       {
+               if (time > 1) // game loads at time 1
+                       error("This is a game type and it cannot be added at runtime.");
+               ons_Initialize();
+       }
+       MUTATOR_ONROLLBACK_OR_REMOVE
+       {
+               // we actually cannot roll back ons_Initialize here
+               // BUT: we don't need to! If this gets called, adding always
+               // succeeds.
+       }
+       MUTATOR_ONREMOVE
+       {
+               LOG_INFO("This is a game type and it cannot be removed at runtime.");
+               return -1;
+       }
+       return false;
+ }
+ #ifdef SVQC
+ .entity ons_toucher; // player who touched the control point
+ // control point / generator constants
+ const float ONS_CP_THINKRATE = 0.2;
+ const float GEN_THINKRATE = 1;
+ #define CPGEN_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13))
+ const vector CPGEN_WAYPOINT_OFFSET = ('0 0 128');
+ const vector CPICON_OFFSET = ('0 0 96');
+ // list of generators on the map
+ entity ons_worldgeneratorlist;
+ .entity ons_worldgeneratornext;
+ .entity ons_stalegeneratornext;
+ // list of control points on the map
+ entity ons_worldcplist;
+ .entity ons_worldcpnext;
+ .entity ons_stalecpnext;
+ // list of links on the map
+ entity ons_worldlinklist;
+ .entity ons_worldlinknext;
+ .entity ons_stalelinknext;
+ // definitions
+ .entity sprite;
+ .string target2;
+ .int iscaptured;
+ .int islinked;
+ .int isshielded;
+ .float lasthealth;
+ .int lastteam;
+ .int lastshielded;
+ .int lastcaptured;
+ .bool waslinked;
+ bool ons_stalemate;
+ .float teleport_antispam;
+ .bool ons_roundlost;
+ // waypoint sprites
+ .entity bot_basewaypoint; // generator waypointsprite
+ .bool isgenneighbor[17];
+ .bool iscpneighbor[17];
+ float ons_notification_time[17];
+ .float ons_overtime_damagedelay;
+ .vector ons_deathloc;
+ .entity ons_spawn_by;
+ // declarations for functions used outside gamemode_onslaught.qc
+ void ons_Generator_UpdateSprite(entity e);
+ void ons_ControlPoint_UpdateSprite(entity e);
+ bool ons_ControlPoint_Attackable(entity cp, int teamnumber);
+ // CaptureShield: Prevent capturing or destroying control point/generator if it is not available yet
+ float ons_captureshield_force; // push force of the shield
+ // bot player logic
+ const int HAVOCBOT_ONS_ROLE_NONE              = 0;
+ const int HAVOCBOT_ONS_ROLE_DEFENSE   = 2;
+ const int HAVOCBOT_ONS_ROLE_ASSISTANT         = 4;
+ const int HAVOCBOT_ONS_ROLE_OFFENSE   = 8;
+ .entity havocbot_ons_target;
+ .int havocbot_role_flags;
+ .float havocbot_attack_time;
+ void havocbot_role_ons_defense();
+ void havocbot_role_ons_offense();
+ void havocbot_role_ons_assistant();
+ void havocbot_ons_reset_role(entity bot);
+ void havocbot_goalrating_items(float ratingscale, vector org, float sradius);
+ void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius);
+ // score rule declarations
+ const int ST_ONS_CAPS = 1;
+ const int SP_ONS_CAPS = 4;
+ const int SP_ONS_TAKES = 6;
+ #endif
+ #endif
+ #ifdef IMPLEMENTATION
+ #include "../../controlpoint.qh"
+ #include "../../generator.qh"
+ bool g_onslaught;
+ float autocvar_g_onslaught_debug;
+ float autocvar_g_onslaught_teleport_wait;
+ bool autocvar_g_onslaught_spawn_at_controlpoints;
+ bool autocvar_g_onslaught_spawn_at_generator;
+ float autocvar_g_onslaught_cp_proxydecap;
+ float autocvar_g_onslaught_cp_proxydecap_distance = 512;
+ float autocvar_g_onslaught_cp_proxydecap_dps = 100;
+ float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
+ float autocvar_g_onslaught_spawn_at_controlpoints_random;
+ float autocvar_g_onslaught_spawn_at_generator_chance;
+ float autocvar_g_onslaught_spawn_at_generator_random;
+ float autocvar_g_onslaught_cp_buildhealth;
+ float autocvar_g_onslaught_cp_buildtime;
+ float autocvar_g_onslaught_cp_health;
+ float autocvar_g_onslaught_cp_regen;
+ float autocvar_g_onslaught_gen_health;
+ float autocvar_g_onslaught_shield_force = 100;
+ float autocvar_g_onslaught_allow_vehicle_touch;
+ float autocvar_g_onslaught_round_timelimit;
+ float autocvar_g_onslaught_warmup;
+ float autocvar_g_onslaught_teleport_radius;
+ float autocvar_g_onslaught_spawn_choose;
+ float autocvar_g_onslaught_click_radius;
+ void FixSize(entity e);
+ // =======================
+ // CaptureShield Functions
+ // =======================
+ bool ons_CaptureShield_Customize()
+ {SELFPARAM();
+       entity e = WaypointSprite_getviewentity(other);
+       if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, e.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return false; }
+       if(SAME_TEAM(self, e)) { return false; }
+       return true;
+ }
+ void ons_CaptureShield_Touch()
+ {SELFPARAM();
+       if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, other.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return; }
+       if(!IS_PLAYER(other)) { return; }
+       if(SAME_TEAM(other, self)) { return; }
+       vector mymid = (self.absmin + self.absmax) * 0.5;
+       vector othermid = (other.absmin + other.absmax) * 0.5;
+       Damage(other, self, self, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
+       if(IS_REAL_CLIENT(other))
+       {
+               play2(other, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
+               if(self.enemy.classname == "onslaught_generator")
+                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
+               else
+                       Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
+       }
+ }
+ void ons_CaptureShield_Reset()
+ {SELFPARAM();
+       self.colormap = self.enemy.colormap;
+       self.team = self.enemy.team;
+ }
+ void ons_CaptureShield_Spawn(entity generator, bool is_generator)
+ {
+       entity shield = spawn();
+       shield.enemy = generator;
+       shield.team = generator.team;
+       shield.colormap = generator.colormap;
+       shield.reset = ons_CaptureShield_Reset;
+       shield.touch = ons_CaptureShield_Touch;
+       shield.customizeentityforclient = ons_CaptureShield_Customize;
+       shield.classname = "ons_captureshield";
+       shield.effects = EF_ADDITIVE;
+       shield.movetype = MOVETYPE_NOCLIP;
+       shield.solid = SOLID_TRIGGER;
+       shield.avelocity = '7 0 11';
+       shield.scale = 1;
+       shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
+       precache_model(shield.model);
+       setorigin(shield, generator.origin);
+       _setmodel(shield, shield.model);
+       setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
+ }
+ // ==========
+ // Junk Pile
+ // ==========
+ void ons_debug(string input)
+ {
+       switch(autocvar_g_onslaught_debug)
+       {
+               case 1: LOG_TRACE(input); break;
+               case 2: LOG_INFO(input); break;
+       }
+ }
+ void setmodel_fixsize(entity e, Model m)
+ {
+       setmodel(e, m);
+       FixSize(e);
+ }
+ void onslaught_updatelinks()
+ {
+       entity l;
+       // first check if the game has ended
+       ons_debug("--- updatelinks ---\n");
+       // mark generators as being shielded and networked
+       for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
+       {
+               if (l.iscaptured)
+                       ons_debug(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
+               else
+                       ons_debug(strcat(etos(l), " (generator) is destroyed\n"));
+               l.islinked = l.iscaptured;
+               l.isshielded = l.iscaptured;
+               l.sprite.SendFlags |= 16;
+       }
+       // mark points as shielded and not networked
+       for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
+       {
+               l.islinked = false;
+               l.isshielded = true;
+               int i;
+               for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
+               ons_debug(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
+               l.sprite.SendFlags |= 16;
+       }
+       // flow power outward from the generators through the network
+       bool stop = false;
+       while (!stop)
+       {
+               stop = true;
+               for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
+               {
+                       // if both points are captured by the same team, and only one of
+                       // them is powered, mark the other one as powered as well
+                       if (l.enemy.iscaptured && l.goalentity.iscaptured)
+                               if (l.enemy.islinked != l.goalentity.islinked)
+                                       if(SAME_TEAM(l.enemy, l.goalentity))
+                                       {
+                                               if (!l.goalentity.islinked)
+                                               {
+                                                       stop = false;
+                                                       l.goalentity.islinked = true;
+                                                       ons_debug(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
+                                               }
+                                               else if (!l.enemy.islinked)
+                                               {
+                                                       stop = false;
+                                                       l.enemy.islinked = true;
+                                                       ons_debug(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
+                                               }
+                                       }
+               }
+       }
+       // now that we know which points are powered we can mark their neighbors
+       // as unshielded if team differs
+       for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
+       {
+               if (l.goalentity.islinked)
+               {
+                       if(DIFF_TEAM(l.goalentity, l.enemy))
+                       {
+                               ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
+                               l.enemy.isshielded = false;
+                       }
+                       if(l.goalentity.classname == "onslaught_generator")
+                               l.enemy.isgenneighbor[l.goalentity.team] = true;
+                       else
+                               l.enemy.iscpneighbor[l.goalentity.team] = true;
+               }
+               if (l.enemy.islinked)
+               {
+                       if(DIFF_TEAM(l.goalentity, l.enemy))
+                       {
+                               ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
+                               l.goalentity.isshielded = false;
+                       }
+                       if(l.enemy.classname == "onslaught_generator")
+                               l.goalentity.isgenneighbor[l.enemy.team] = true;
+                       else
+                               l.goalentity.iscpneighbor[l.enemy.team] = true;
+               }
+       }
+       // now update the generators
+       for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
+       {
+               if (l.isshielded)
+               {
+                       ons_debug(strcat(etos(l), " (generator) is shielded\n"));
+                       l.takedamage = DAMAGE_NO;
+                       l.bot_attack = false;
+               }
+               else
+               {
+                       ons_debug(strcat(etos(l), " (generator) is not shielded\n"));
+                       l.takedamage = DAMAGE_AIM;
+                       l.bot_attack = true;
+               }
+               ons_Generator_UpdateSprite(l);
+       }
+       // now update the takedamage and alpha variables on control point icons
+       for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
+       {
+               if (l.isshielded)
+               {
+                       ons_debug(strcat(etos(l), " (point) is shielded\n"));
+                       if (l.goalentity)
+                       {
+                               l.goalentity.takedamage = DAMAGE_NO;
+                               l.goalentity.bot_attack = false;
+                       }
+               }
+               else
+               {
+                       ons_debug(strcat(etos(l), " (point) is not shielded\n"));
+                       if (l.goalentity)
+                       {
+                               l.goalentity.takedamage = DAMAGE_AIM;
+                               l.goalentity.bot_attack = true;
+                       }
+               }
+               ons_ControlPoint_UpdateSprite(l);
+       }
+       l = findchain(classname, "ons_captureshield");
+       while(l)
+       {
+               l.team = l.enemy.team;
+               l.colormap = l.enemy.colormap;
+               l = l.chain;
+       }
+ }
+ // ===================
+ // Main Link Functions
+ // ===================
+ bool ons_Link_Send(entity this, entity to, int sendflags)
+ {
+       WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
+       WriteByte(MSG_ENTITY, sendflags);
+       if(sendflags & 1)
+       {
+               WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
+               WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
+               WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
+       }
+       if(sendflags & 2)
+       {
+               WriteCoord(MSG_ENTITY, self.enemy.origin_x);
+               WriteCoord(MSG_ENTITY, self.enemy.origin_y);
+               WriteCoord(MSG_ENTITY, self.enemy.origin_z);
+       }
+       if(sendflags & 4)
+       {
+               WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
+       }
+       return true;
+ }
+ void ons_Link_CheckUpdate()
+ {SELFPARAM();
+       // TODO check if the two sides have moved (currently they won't move anyway)
+       float cc = 0, cc1 = 0, cc2 = 0;
+       if(self.goalentity.islinked || self.goalentity.iscaptured) { cc1 = (self.goalentity.team - 1) * 0x01; }
+       if(self.enemy.islinked || self.enemy.iscaptured) { cc2 = (self.enemy.team - 1) * 0x10; }
+       cc = cc1 + cc2;
+       if(cc != self.clientcolors)
+       {
+               self.clientcolors = cc;
+               self.SendFlags |= 4;
+       }
+       self.nextthink = time;
+ }
+ void ons_DelayedLinkSetup()
+ {SELFPARAM();
+       self.goalentity = find(world, targetname, self.target);
+       self.enemy = find(world, targetname, self.target2);
+       if(!self.goalentity) { objerror("can not find target\n"); }
+       if(!self.enemy) { objerror("can not find target2\n"); }
+       ons_debug(strcat(etos(self.goalentity), " linked with ", etos(self.enemy), "\n"));
+       self.SendFlags |= 3;
+       self.think = ons_Link_CheckUpdate;
+       self.nextthink = time;
+ }
+ // =============================
+ // Main Control Point Functions
+ // =============================
+ int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
+ {
+       if(cp.isgenneighbor[teamnumber]) { return 2; }
+       if(cp.iscpneighbor[teamnumber]) { return 1; }
+       return 0;
+ }
+ int ons_ControlPoint_Attackable(entity cp, int teamnumber)
+       // -2: SAME TEAM, attackable by enemy!
+       // -1: SAME TEAM!
+       // 0: off limits
+       // 1: attack it
+       // 2: touch it
+       // 3: attack it (HIGH PRIO)
+       // 4: touch it (HIGH PRIO)
+ {
+       int a;
+       if(cp.isshielded)
+       {
+               return 0;
+       }
+       else if(cp.goalentity)
+       {
+               // if there's already an icon built, nothing happens
+               if(cp.team == teamnumber)
+               {
+                       a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
+                       if(a) // attackable by enemy?
+                               return -2; // EMERGENCY!
+                       return -1;
+               }
+               // we know it can be linked, so no need to check
+               // but...
+               a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
+               if(a == 2) // near our generator?
+                       return 3; // EMERGENCY!
+               return 1;
+       }
+       else
+       {
+               // free point
+               if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
+               {
+                       a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
+                       if(a == 2)
+                               return 4; // GET THIS ONE NOW!
+                       else
+                               return 2; // TOUCH ME
+               }
+       }
+       return 0;
+ }
+ void ons_ControlPoint_Icon_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+ {SELFPARAM();
+       if(damage <= 0) { return; }
+       if (self.owner.isshielded)
+       {
+               // this is protected by a shield, so ignore the damage
+               if (time > self.pain_finished)
+                       if (IS_PLAYER(attacker))
+                       {
+                               play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
+                               self.pain_finished = time + 1;
+                               attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
+                       }
+               return;
+       }
+       if(IS_PLAYER(attacker))
+       if(time - ons_notification_time[self.team] > 10)
+       {
+               play2team(self.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
+               ons_notification_time[self.team] = time;
+       }
+       self.health = self.health - damage;
+       if(self.owner.iscaptured)
+               WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
+       else
+               WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / ONS_CP_THINKRATE));
+       self.pain_finished = time + 1;
+       // particles on every hit
+       pointparticles(particleeffectnum(EFFECT_SPARKS), hitloc, force*-1, 1);
+       //sound on every hit
+       if (random() < 0.5)
+               sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
+       else
+               sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
+       if (self.health < 0)
+       {
+               sound(self, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
+               pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), self.origin, '0 0 0', 1);
+               Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_CPDESTROYED_), self.owner.message, attacker.netname);
+               PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
+               PlayerScore_Add(attacker, SP_SCORE, 10);
+               self.owner.goalentity = world;
+               self.owner.islinked = false;
+               self.owner.iscaptured = false;
+               self.owner.team = 0;
+               self.owner.colormap = 1024;
+               WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
+               onslaught_updatelinks();
+               // Use targets now (somebody make sure this is in the right place..)
+               setself(self.owner);
+               activator = self;
+               SUB_UseTargets ();
+               setself(this);
+               self.owner.waslinked = self.owner.islinked;
+               if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
+                       setmodel_fixsize(self.owner, MDL_ONS_CP_PAD1);
+               //setsize(self, '-32 -32 0', '32 32 8');
+               remove(self);
+       }
+       self.SendFlags |= CPSF_STATUS;
+ }
+ void ons_ControlPoint_Icon_Think()
+ {SELFPARAM();
+       self.nextthink = time + ONS_CP_THINKRATE;
+       if(autocvar_g_onslaught_cp_proxydecap)
+       {
+         int _enemy_count = 0;
+         int _friendly_count = 0;
+         float _dist;
+         entity _player;
+         FOR_EACH_PLAYER(_player)
+         {
+             if(!_player.deadflag)
+             {
+                 _dist = vlen(_player.origin - self.origin);
+                 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
+                 {
+                                       if(SAME_TEAM(_player, self))
+                         ++_friendly_count;
+                     else
+                         ++_enemy_count;
+                 }
+             }
+         }
+         _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
+         _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
+         self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
+               self.SendFlags |= CPSF_STATUS;
+         if(self.health <= 0)
+         {
+             ons_ControlPoint_Icon_Damage(self, self, 1, 0, self.origin, '0 0 0');
+             return;
+         }
+     }
+       if (time > self.pain_finished + 5)
+       {
+               if(self.health < self.max_health)
+               {
+                       self.health = self.health + self.count;
+                       if (self.health >= self.max_health)
+                               self.health = self.max_health;
+                       WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
+               }
+       }
+       if(self.owner.islinked != self.owner.waslinked)
+       {
+               // unteam the spawnpoint if needed
+               int t = self.owner.team;
+               if(!self.owner.islinked)
+                       self.owner.team = 0;
+               setself(self.owner);
+               activator = self;
+               SUB_UseTargets ();
+               setself(this);
+               self.owner.team = t;
+               self.owner.waslinked = self.owner.islinked;
+       }
+       // damaged fx
+       if(random() < 0.6 - self.health / self.max_health)
+       {
+               Send_Effect(EFFECT_ELECTRIC_SPARKS, self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
+               if(random() > 0.8)
+                       sound(self, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
+               else if (random() > 0.5)
+                       sound(self, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
+       }
+ }
+ void ons_ControlPoint_Icon_BuildThink()
+ {SELFPARAM();
+       int a;
+       self.nextthink = time + ONS_CP_THINKRATE;
+       // only do this if there is power
+       a = ons_ControlPoint_CanBeLinked(self.owner, self.owner.team);
+       if(!a)
+               return;
+       self.health = self.health + self.count;
+       self.SendFlags |= CPSF_STATUS;
+       if (self.health >= self.max_health)
+       {
+               self.health = self.max_health;
+               self.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
+               self.think = ons_ControlPoint_Icon_Think;
+               sound(self, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
+               self.owner.iscaptured = true;
+               self.solid = SOLID_BBOX;
+               Send_Effect(EFFECT_CAP(self.owner.team), self.owner.origin, '0 0 0', 1);
+               WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
+               WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
+               if(IS_PLAYER(self.owner.ons_toucher))
+               {
+                       Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, self.owner.ons_toucher.netname, self.owner.message);
+                       Send_Notification(NOTIF_ALL_EXCEPT, self.owner.ons_toucher, MSG_CENTER, APP_TEAM_ENT_4(self.owner.ons_toucher, CENTER_ONS_CAPTURE_), self.owner.message);
+                       Send_Notification(NOTIF_ONE, self.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, self.owner.message);
+                       PlayerScore_Add(self.owner.ons_toucher, SP_ONS_CAPS, 1);
+                       PlayerTeamScore_AddScore(self.owner.ons_toucher, 10);
+               }
+               self.owner.ons_toucher = world;
+               onslaught_updatelinks();
+               // Use targets now (somebody make sure this is in the right place..)
+               setself(self.owner);
+               activator = self;
+               SUB_UseTargets ();
+               setself(this);
+               self.SendFlags |= CPSF_SETUP;
+       }
+       if(self.owner.model != MDL_ONS_CP_PAD2.model_str())
+               setmodel_fixsize(self.owner, MDL_ONS_CP_PAD2);
+       if(random() < 0.9 - self.health / self.max_health)
+               Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
+ }
+ void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
+ void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
+ {
+       entity e = spawn();
+       setsize(e, CPICON_MIN, CPICON_MAX);
+       setorigin(e, cp.origin + CPICON_OFFSET);
+       e.classname = "onslaught_controlpoint_icon";
+       e.owner = cp;
+       e.max_health = autocvar_g_onslaught_cp_health;
+       e.health = autocvar_g_onslaught_cp_buildhealth;
+       e.solid = SOLID_NOT;
+       e.takedamage = DAMAGE_AIM;
+       e.bot_attack = true;
+       e.event_damage = ons_ControlPoint_Icon_Damage;
+       e.team = player.team;
+       e.colormap = 1024 + (e.team - 1) * 17;
+       e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
+       sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
+       cp.goalentity = e;
+       cp.team = e.team;
+       cp.colormap = e.colormap;
+       Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
+       WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
+       WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
+       cp.sprite.SendFlags |= 16;
+       onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
+ }
+ entity ons_ControlPoint_Waypoint(entity e)
+ {
+       if(e.team)
+       {
+               int a = ons_ControlPoint_Attackable(e, e.team);
+               if(a == -2) { return WP_OnsCPDefend; } // defend now
+               if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
+               if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
+       }
+       else
+               return WP_OnsCP;
+       return WP_Null;
+ }
+ void ons_ControlPoint_UpdateSprite(entity e)
+ {
+       entity s1 = ons_ControlPoint_Waypoint(e);
+       WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
+       bool sh;
+       sh = !(ons_ControlPoint_CanBeLinked(e, NUM_TEAM_1) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_2) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_3) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_4));
+       if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
+       {
+               if(e.iscaptured) // don't mess up build bars!
+               {
+                       if(sh)
+                       {
+                               WaypointSprite_UpdateMaxHealth(e.sprite, 0);
+                       }
+                       else
+                       {
+                               WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
+                               WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
+                       }
+               }
+               if(e.lastshielded)
+               {
+                       if(e.team)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
+               }
+               else
+               {
+                       if(e.team)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
+               }
+               WaypointSprite_Ping(e.sprite);
+               e.lastteam = e.team + 2;
+               e.lastshielded = sh;
+               e.lastcaptured = e.iscaptured;
+       }
+ }
+ void ons_ControlPoint_Touch()
+ {SELFPARAM();
+       entity toucher = other;
+       int attackable;
+       if(IS_VEHICLE(toucher) && toucher.owner)
+       if(autocvar_g_onslaught_allow_vehicle_touch)
+               toucher = toucher.owner;
+       else
+               return;
+       if(!IS_PLAYER(toucher)) { return; }
+       if(toucher.frozen) { return; }
+       if(toucher.deadflag != DEAD_NO) { return; }
+       if ( SAME_TEAM(self,toucher) )
+       if ( self.iscaptured )
+       {
+               if(time <= toucher.teleport_antispam)
+                       Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
+               else
+                       Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
+       }
+       attackable = ons_ControlPoint_Attackable(self, toucher.team);
+       if(attackable != 2 && attackable != 4)
+               return;
+       // we've verified that this player has a legitimate claim to this point,
+       // so start building the captured point icon (which only captures this
+       // point if it successfully builds without being destroyed first)
+       ons_ControlPoint_Icon_Spawn(self, toucher);
+       self.ons_toucher = toucher;
+       onslaught_updatelinks();
+ }
+ void ons_ControlPoint_Think()
+ {SELFPARAM();
+       self.nextthink = time + ONS_CP_THINKRATE;
+       CSQCMODEL_AUTOUPDATE(self);
+ }
+ void ons_ControlPoint_Reset()
+ {SELFPARAM();
+       if(self.goalentity)
+               remove(self.goalentity);
+       self.goalentity = world;
+       self.team = 0;
+       self.colormap = 1024;
+       self.iscaptured = false;
+       self.islinked = false;
+       self.isshielded = true;
+       self.think = ons_ControlPoint_Think;
+       self.ons_toucher = world;
+       self.nextthink = time + ONS_CP_THINKRATE;
+       setmodel_fixsize(self, MDL_ONS_CP_PAD1);
+       WaypointSprite_UpdateMaxHealth(self.sprite, 0);
+       WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
+       onslaught_updatelinks();
+       activator = self;
+       SUB_UseTargets(); // to reset the structures, playerspawns etc.
+       CSQCMODEL_AUTOUPDATE(self);
+ }
+ void ons_DelayedControlPoint_Setup(void)
+ {SELFPARAM();
+       onslaught_updatelinks();
+       // captureshield setup
+       ons_CaptureShield_Spawn(self, false);
+       CSQCMODEL_AUTOINIT(self);
+ }
+ void ons_ControlPoint_Setup(entity cp)
+ {SELFPARAM();
+       // declarations
+       setself(cp); // for later usage with droptofloor()
+       // main setup
+       cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
+       ons_worldcplist = cp;
+       cp.netname = "Control point";
+       cp.team = 0;
+       cp.solid = SOLID_BBOX;
+       cp.movetype = MOVETYPE_NONE;
+       cp.touch = ons_ControlPoint_Touch;
+       cp.think = ons_ControlPoint_Think;
+       cp.nextthink = time + ONS_CP_THINKRATE;
+       cp.reset = ons_ControlPoint_Reset;
+       cp.colormap = 1024;
+       cp.iscaptured = false;
+       cp.islinked = false;
+       cp.isshielded = true;
+       if(cp.message == "") { cp.message = "a"; }
+       // appearence
+       setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
+       // control point placement
+       if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
+       {
+               cp.noalign = true;
+               cp.movetype = MOVETYPE_NONE;
+       }
+       else // drop to floor, automatically find a platform and set that as spawn origin
+       {
+               setorigin(cp, cp.origin + '0 0 20');
+               cp.noalign = false;
+               setself(cp);
+               droptofloor();
+               cp.movetype = MOVETYPE_TOSS;
+       }
+       // waypointsprites
+       WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
+       WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
+       InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
+ }
+ // =========================
+ // Main Generator Functions
+ // =========================
+ entity ons_Generator_Waypoint(entity e)
+ {
+       if (e.isshielded)
+               return WP_OnsGenShielded;
+       return WP_OnsGen;
+ }
+ void ons_Generator_UpdateSprite(entity e)
+ {
+       entity s1 = ons_Generator_Waypoint(e);
+       WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
+       if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
+       {
+               e.lastteam = e.team + 2;
+               e.lastshielded = e.isshielded;
+               if(e.lastshielded)
+               {
+                       if(e.team)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
+               }
+               else
+               {
+                       if(e.team)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
+               }
+               WaypointSprite_Ping(e.sprite);
+       }
+ }
+ void ons_GeneratorDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+ {SELFPARAM();
+       if(damage <= 0) { return; }
+       if(warmup_stage || gameover) { return; }
+       if(!round_handler_IsRoundStarted()) { return; }
+       if (attacker != self)
+       {
+               if (self.isshielded)
+               {
+                       // this is protected by a shield, so ignore the damage
+                       if (time > self.pain_finished)
+                               if (IS_PLAYER(attacker))
+                               {
+                                       play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
+                                       attacker.typehitsound += 1;
+                                       self.pain_finished = time + 1;
+                               }
+                       return;
+               }
+               if (time > self.pain_finished)
+               {
+                       self.pain_finished = time + 10;
+                       entity head;
+                       FOR_EACH_REALPLAYER(head) if(SAME_TEAM(head, self)) { Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK); }
+                       play2team(self.team, SND(ONS_GENERATOR_UNDERATTACK));
+               }
+       }
+       self.health = self.health - damage;
+       WaypointSprite_UpdateHealth(self.sprite, self.health);
+       // choose an animation frame based on health
+       self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
+       // see if the generator is still functional, or dying
+       if (self.health > 0)
+       {
+               self.lasthealth = self.health;
+       }
+       else
+       {
+               if (attacker == self)
+                       Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME_));
+               else
+               {
+                       Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_));
+                       PlayerScore_Add(attacker, SP_SCORE, 100);
+               }
+               self.iscaptured = false;
+               self.islinked = false;
+               self.isshielded = false;
+               self.takedamage = DAMAGE_NO; // can't be hurt anymore
+               self.event_damage = func_null; // won't do anything if hurt
+               self.count = 0; // reset counter
+               self.think = func_null;
+               self.nextthink = 0;
+               //self.think(); // do the first explosion now
+               WaypointSprite_UpdateMaxHealth(self.sprite, 0);
+               WaypointSprite_Ping(self.sprite);
+               //WaypointSprite_Kill(self.sprite); // can't do this yet, code too poor
+               onslaught_updatelinks();
+       }
+       // Throw some flaming gibs on damage, more damage = more chance for gib
+       if(random() < damage/220)
+       {
+               sound(self, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+       }
+       else
+       {
+               // particles on every hit
+               Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
+               //sound on every hit
+               if (random() < 0.5)
+                       sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
+               else
+                       sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
+       }
+       self.SendFlags |= GSF_STATUS;
+ }
+ void ons_GeneratorThink()
+ {SELFPARAM();
+       entity e;
+       self.nextthink = time + GEN_THINKRATE;
+       if (!gameover)
+       {
+         if(!self.isshielded && self.wait < time)
+         {
+             self.wait = time + 5;
+             FOR_EACH_REALPLAYER(e)
+             {
+                               if(SAME_TEAM(e, self))
+                               {
+                                       Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
+                     soundto(MSG_ONE, e, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE);    // FIXME: unique sound?
+                 }
+                               else
+                                       Send_Notification(NOTIF_ONE, e, MSG_CENTER, APP_TEAM_NUM_4(self.team, CENTER_ONS_NOTSHIELDED_));
+             }
+         }
+       }
+ }
+ void ons_GeneratorReset()
+ {SELFPARAM();
+       self.team = self.team_saved;
+       self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
+       self.takedamage = DAMAGE_AIM;
+       self.bot_attack = true;
+       self.iscaptured = true;
+       self.islinked = true;
+       self.isshielded = true;
+       self.event_damage = ons_GeneratorDamage;
+       self.think = ons_GeneratorThink;
+       self.nextthink = time + GEN_THINKRATE;
+       Net_LinkEntity(self, false, 0, generator_send);
+       self.SendFlags = GSF_SETUP; // just incase
+       self.SendFlags |= GSF_STATUS;
+       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+       WaypointSprite_UpdateHealth(self.sprite, self.health);
+       WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
+       onslaught_updatelinks();
+ }
+ void ons_DelayedGeneratorSetup()
+ {SELFPARAM();
+       // bot waypoints
+       waypoint_spawnforitem_force(self, self.origin);
+       self.nearestwaypointtimeout = 0; // activate waypointing again
+       self.bot_basewaypoint = self.nearestwaypoint;
+       // captureshield setup
+       ons_CaptureShield_Spawn(self, true);
+       onslaught_updatelinks();
+       Net_LinkEntity(self, false, 0, generator_send);
+ }
+ void onslaught_generator_touch()
+ {SELFPARAM();
+       if ( IS_PLAYER(other) )
+       if ( SAME_TEAM(self,other) )
+       if ( self.iscaptured )
+       {
+               Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
+       }
+ }
+ void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
+ {SELFPARAM();
+       // declarations
+       int teamnumber = gen.team;
+       setself(gen); // for later usage with droptofloor()
+       // main setup
+       gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
+       ons_worldgeneratorlist = gen;
+       gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
+       gen.classname = "onslaught_generator";
+       gen.solid = SOLID_BBOX;
+       gen.team_saved = teamnumber;
+       gen.movetype = MOVETYPE_NONE;
+       gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
+       gen.takedamage = DAMAGE_AIM;
+       gen.bot_attack = true;
+       gen.event_damage = ons_GeneratorDamage;
+       gen.reset = ons_GeneratorReset;
+       gen.think = ons_GeneratorThink;
+       gen.nextthink = time + GEN_THINKRATE;
+       gen.iscaptured = true;
+       gen.islinked = true;
+       gen.isshielded = true;
+       gen.touch = onslaught_generator_touch;
+       // appearence
+       // model handled by CSQC
+       setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
+       setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
+       gen.colormap = 1024 + (teamnumber - 1) * 17;
+       // generator placement
+       setself(gen);
+       droptofloor();
+       // waypointsprites
+       WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
+       WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
+       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+       WaypointSprite_UpdateHealth(self.sprite, self.health);
+       InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
+ }
+ // ===============
+ //  Round Handler
+ // ===============
+ int total_generators;
+ void Onslaught_count_generators()
+ {
+       entity e;
+       total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
+       for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
+       {
+               ++total_generators;
+               redowned += (e.team == NUM_TEAM_1 && e.health > 0);
+               blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
+               yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
+               pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
+       }
+ }
+ int Onslaught_GetWinnerTeam()
+ {
+       int winner_team = 0;
+       if(redowned > 0)
+               winner_team = NUM_TEAM_1;
+       if(blueowned > 0)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_2;
+       }
+       if(yellowowned > 0)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_3;
+       }
+       if(pinkowned > 0)
+       {
+               if(winner_team) return 0;
+               winner_team = NUM_TEAM_4;
+       }
+       if(winner_team)
+               return winner_team;
+       return -1; // no generators left?
+ }
+ #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
+ #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
+ bool Onslaught_CheckWinner()
+ {
+       entity e;
+       if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
+       {
+               ons_stalemate = true;
+               if (!wpforenemy_announced)
+               {
+                       Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
+                       sound(world, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
+                       wpforenemy_announced = true;
+               }
+               entity tmp_entity; // temporary entity
+               float d;
+               for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
+               {
+                       // tmp_entity.max_health / 300 gives 5 minutes of overtime.
+                       // control points reduce the overtime duration.
+                       d = 1;
+                       for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
+                       {
+                               if(DIFF_TEAM(e, tmp_entity))
+                               if(e.islinked)
+                                       d = d + 1;
+                       }
+                       if(autocvar_g_campaign && autocvar__campaign_testrun)
+                               d = d * tmp_entity.max_health;
+                       else
+                               d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
+                       Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
+                       tmp_entity.sprite.SendFlags |= 16;
+                       tmp_entity.ons_overtime_damagedelay = time + 1;
+               }
+       }
+       else { wpforenemy_announced = false; ons_stalemate = false; }
+       Onslaught_count_generators();
+       if(ONS_OWNED_GENERATORS_OK())
+               return 0;
+       int winner_team = Onslaught_GetWinnerTeam();
+       if(winner_team > 0)
+       {
+               Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
+               Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
+               TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
+       }
+       else if(winner_team == -1)
+       {
+               Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
+               Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
+       }
+       ons_stalemate = false;
+       play2all(SND(CTF_CAPTURE(winner_team)));
+       round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
+       FOR_EACH_PLAYER(e)
+       {
+               e.ons_roundlost = true;
+               e.player_blocked = true;
+               nades_Clear(e);
+       }
+       return 1;
+ }
+ bool Onslaught_CheckPlayers()
+ {
+       return 1;
+ }
+ void Onslaught_RoundStart()
+ {
+       entity tmp_entity;
+       FOR_EACH_PLAYER(tmp_entity) { tmp_entity.player_blocked = false; }
+       for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
+               tmp_entity.sprite.SendFlags |= 16;
+       for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
+               tmp_entity.sprite.SendFlags |= 16;
+ }
+ // ================
+ // Bot player logic
+ // ================
+ // NOTE: LEGACY CODE, needs to be re-written!
+ void havocbot_goalrating_ons_offenseitems(float ratingscale, vector org, float sradius)
+ {SELFPARAM();
+       entity head;
+       float t, c;
+       int i;
+       bool needarmor = false, needweapons = false;
+       // Needs armor/health?
+       if(self.health<100)
+               needarmor = true;
+       // Needs weapons?
+       c = 0;
+       for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
+       {
+               // Find weapon
+               if(self.weapons & WepSet_FromWeapon(i))
+               if(++c>=4)
+                       break;
+       }
+       if(c<4)
+               needweapons = true;
+       if(!needweapons && !needarmor)
+               return;
+       ons_debug(strcat(self.netname, " needs weapons ", ftos(needweapons) , "\n"));
+       ons_debug(strcat(self.netname, " needs armor ", ftos(needarmor) , "\n"));
+       // See what is around
+       head = findchainfloat(bot_pickup, true);
+       while (head)
+       {
+               // gather health and armor only
+               if (head.solid)
+               if ( ((head.health || head.armorvalue) && needarmor) || (head.weapons && needweapons ) )
+               if (vlen(head.origin - org) < sradius)
+               {
+                       t = head.bot_pickupevalfunc(self, head);
+                       if (t > 0)
+                               navigation_routerating(head, t * ratingscale, 500);
+               }
+               head = head.chain;
+       }
+ }
+ void havocbot_role_ons_setrole(entity bot, int role)
+ {
+       ons_debug(strcat(bot.netname," switched to "));
+       switch(role)
+       {
+               case HAVOCBOT_ONS_ROLE_DEFENSE:
+                       ons_debug("defense");
+                       bot.havocbot_role = havocbot_role_ons_defense;
+                       bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
+                       bot.havocbot_role_timeout = 0;
+                       break;
+               case HAVOCBOT_ONS_ROLE_ASSISTANT:
+                       ons_debug("assistant");
+                       bot.havocbot_role = havocbot_role_ons_assistant;
+                       bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
+                       bot.havocbot_role_timeout = 0;
+                       break;
+               case HAVOCBOT_ONS_ROLE_OFFENSE:
+                       ons_debug("offense");
+                       bot.havocbot_role = havocbot_role_ons_offense;
+                       bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
+                       bot.havocbot_role_timeout = 0;
+                       break;
+       }
+       ons_debug("\n");
+ }
+ int havocbot_ons_teamcount(entity bot, int role)
+ {SELFPARAM();
+       int c = 0;
+       entity head;
+       FOR_EACH_PLAYER(head)
+       if(SAME_TEAM(head, self))
+       if(head.havocbot_role_flags & role)
+               ++c;
+       return c;
+ }
+ void havocbot_goalrating_ons_controlpoints_attack(float ratingscale)
+ {SELFPARAM();
+       entity cp, cp1, cp2, best, pl, wp;
+       float radius, bestvalue;
+       int c;
+       bool found;
+       // Filter control points
+       for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
+       {
+               cp2.wpcost = c = 0;
+               cp2.wpconsidered = false;
+               if(cp2.isshielded)
+                       continue;
+               // Ignore owned controlpoints
+               if(!(cp2.isgenneighbor[self.team] || cp2.iscpneighbor[self.team]))
+                       continue;
+               // Count team mates interested in this control point
+               // (easier and cleaner than keeping counters per cp and teams)
+               FOR_EACH_PLAYER(pl)
+               if(SAME_TEAM(pl, self))
+               if(pl.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
+               if(pl.havocbot_ons_target==cp2)
+                       ++c;
+               // NOTE: probably decrease the cost of attackable control points
+               cp2.wpcost = c;
+               cp2.wpconsidered = true;
+       }
+       // We'll consider only the best case
+       bestvalue = 99999999999;
+       cp = world;
+       for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
+       {
+               if (!cp1.wpconsidered)
+                       continue;
+               if(cp1.wpcost<bestvalue)
+               {
+                       bestvalue = cp1.wpcost;
+                       cp = cp1;
+                       self.havocbot_ons_target = cp1;
+               }
+       }
+       if (!cp)
+               return;
+       ons_debug(strcat(self.netname, " chose cp ranked ", ftos(bestvalue), "\n"));
+       if(cp.goalentity)
+       {
+               // Should be attacked
+               // Rate waypoints near it
+               found = false;
+               best = world;
+               bestvalue = 99999999999;
+               for(radius=0; radius<1000 && !found; radius+=500)
+               {
+                       for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
+                       {
+                               if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
+                               if(wp.classname=="waypoint")
+                               if(checkpvs(wp.origin,cp))
+                               {
+                                       found = true;
+                                       if(wp.cnt<bestvalue)
+                                       {
+                                               best = wp;
+                                               bestvalue = wp.cnt;
+                                       }
+                               }
+                       }
+               }
+               if(best)
+               {
+                       navigation_routerating(best, ratingscale, 10000);
+                       best.cnt += 1;
+                       self.havocbot_attack_time = 0;
+                       if(checkpvs(self.view_ofs,cp))
+                       if(checkpvs(self.view_ofs,best))
+                               self.havocbot_attack_time = time + 2;
+               }
+               else
+               {
+                       navigation_routerating(cp, ratingscale, 10000);
+               }
+               ons_debug(strcat(self.netname, " found an attackable controlpoint at ", vtos(cp.origin) ,"\n"));
+       }
+       else
+       {
+               // Should be touched
+               ons_debug(strcat(self.netname, " found a touchable controlpoint at ", vtos(cp.origin) ,"\n"));
+               found = false;
+               // Look for auto generated waypoint
+               if (!bot_waypoints_for_items)
+               for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
+               {
+                       if(wp.classname=="waypoint")
+                       {
+                               navigation_routerating(wp, ratingscale, 10000);
+                               found = true;
+                       }
+               }
+               // Nothing found, rate the controlpoint itself
+               if (!found)
+                       navigation_routerating(cp, ratingscale, 10000);
+       }
+ }
+ bool havocbot_goalrating_ons_generator_attack(float ratingscale)
+ {SELFPARAM();
+       entity g, wp, bestwp;
+       bool found;
+       int best;
+       for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
+       {
+               if(SAME_TEAM(g, self) || g.isshielded)
+                       continue;
+               // Should be attacked
+               // Rate waypoints near it
+               found = false;
+               bestwp = world;
+               best = 99999999999;
+               for(wp=findradius(g.origin,400); wp; wp=wp.chain)
+               {
+                       if(wp.classname=="waypoint")
+                       if(checkpvs(wp.origin,g))
+                       {
+                               found = true;
+                               if(wp.cnt<best)
+                               {
+                                       bestwp = wp;
+                                       best = wp.cnt;
+                               }
+                       }
+               }
+               if(bestwp)
+               {
+                       ons_debug("waypoints found around generator\n");
+                       navigation_routerating(bestwp, ratingscale, 10000);
+                       bestwp.cnt += 1;
+                       self.havocbot_attack_time = 0;
+                       if(checkpvs(self.view_ofs,g))
+                       if(checkpvs(self.view_ofs,bestwp))
+                               self.havocbot_attack_time = time + 5;
+                       return true;
+               }
+               else
+               {
+                       ons_debug("generator found without waypoints around\n");
+                       // if there aren't waypoints near the generator go straight to it
+                       navigation_routerating(g, ratingscale, 10000);
+                       self.havocbot_attack_time = 0;
+                       return true;
+               }
+       }
+       return false;
+ }
+ void havocbot_role_ons_offense()
+ {SELFPARAM();
+       if(self.deadflag != DEAD_NO)
+       {
+               self.havocbot_attack_time = 0;
+               havocbot_ons_reset_role(self);
+               return;
+       }
+       // Set the role timeout if necessary
+       if (!self.havocbot_role_timeout)
+               self.havocbot_role_timeout = time + 120;
+       if (time > self.havocbot_role_timeout)
+       {
+               havocbot_ons_reset_role(self);
+               return;
+       }
+       if(self.havocbot_attack_time>time)
+               return;
+       if (self.bot_strategytime < time)
+       {
+               navigation_goalrating_start();
+               havocbot_goalrating_enemyplayers(20000, self.origin, 650);
+               if(!havocbot_goalrating_ons_generator_attack(20000))
+                       havocbot_goalrating_ons_controlpoints_attack(20000);
+               havocbot_goalrating_ons_offenseitems(10000, self.origin, 10000);
+               navigation_goalrating_end();
+               self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+       }
+ }
+ void havocbot_role_ons_assistant()
+ {SELFPARAM();
+       havocbot_ons_reset_role(self);
+ }
+ void havocbot_role_ons_defense()
+ {SELFPARAM();
+       havocbot_ons_reset_role(self);
+ }
+ void havocbot_ons_reset_role(entity bot)
+ {SELFPARAM();
+       entity head;
+       int c = 0;
+       if(self.deadflag != DEAD_NO)
+               return;
+       bot.havocbot_ons_target = world;
+       // TODO: Defend control points or generator if necessary
+       // if there is only me on the team switch to offense
+       c = 0;
+       FOR_EACH_PLAYER(head)
+       if(SAME_TEAM(head, self))
+               ++c;
+       if(c==1)
+       {
+               havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
+               return;
+       }
+       havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
+ }
+ /*
+  * Find control point or generator owned by the same team self which is nearest to pos
+  * if max_dist is positive, only control points within this range will be considered
+  */
+ entity ons_Nearest_ControlPoint(vector pos, float max_dist)
+ {SELFPARAM();
+       entity tmp_entity, closest_target = world;
+       tmp_entity = findchain(classname, "onslaught_controlpoint");
+       while(tmp_entity)
+       {
+               if(SAME_TEAM(tmp_entity, self))
+               if(tmp_entity.iscaptured)
+               if(max_dist <= 0 || vlen(tmp_entity.origin - pos) <= max_dist)
+               if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
+                       closest_target = tmp_entity;
+               tmp_entity = tmp_entity.chain;
+       }
+       tmp_entity = findchain(classname, "onslaught_generator");
+       while(tmp_entity)
+       {
+               if(SAME_TEAM(tmp_entity, self))
+               if(max_dist <= 0 || vlen(tmp_entity.origin - pos) < max_dist)
+               if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
+                       closest_target = tmp_entity;
+               tmp_entity = tmp_entity.chain;
+       }
+       return closest_target;
+ }
+ /*
+  * Find control point or generator owned by the same team self which is nearest to pos
+  * if max_dist is positive, only control points within this range will be considered
+  * This function only check distances on the XY plane, disregarding Z
+  */
+ entity ons_Nearest_ControlPoint_2D(vector pos, float max_dist)
+ {SELFPARAM();
+       entity tmp_entity, closest_target = world;
+       vector delta;
+       float smallest_distance = 0, distance;
+       tmp_entity = findchain(classname, "onslaught_controlpoint");
+       while(tmp_entity)
+       {
+               delta = tmp_entity.origin - pos;
+               delta_z = 0;
+               distance = vlen(delta);
+               if(SAME_TEAM(tmp_entity, self))
+               if(tmp_entity.iscaptured)
+               if(max_dist <= 0 || distance <= max_dist)
+               if(closest_target == world || distance <= smallest_distance )
+               {
+                       closest_target = tmp_entity;
+                       smallest_distance = distance;
+               }
+               tmp_entity = tmp_entity.chain;
+       }
+       tmp_entity = findchain(classname, "onslaught_generator");
+       while(tmp_entity)
+       {
+               delta = tmp_entity.origin - pos;
+               delta_z = 0;
+               distance = vlen(delta);
+               if(SAME_TEAM(tmp_entity, self))
+               if(max_dist <= 0 || distance <= max_dist)
+               if(closest_target == world || distance <= smallest_distance )
+               {
+                       closest_target = tmp_entity;
+                       smallest_distance = distance;
+               }
+               tmp_entity = tmp_entity.chain;
+       }
+       return closest_target;
+ }
+ /**
+  * find the number of control points and generators in the same team as self
+  */
+ int ons_Count_SelfControlPoints()
+ {SELFPARAM();
+       entity tmp_entity;
+       tmp_entity = findchain(classname, "onslaught_controlpoint");
+       int n = 0;
+       while(tmp_entity)
+       {
+               if(SAME_TEAM(tmp_entity, self))
+               if(tmp_entity.iscaptured)
+                       n++;
+               tmp_entity = tmp_entity.chain;
+       }
+       tmp_entity = findchain(classname, "onslaught_generator");
+       while(tmp_entity)
+       {
+               if(SAME_TEAM(tmp_entity, self))
+                       n++;
+               tmp_entity = tmp_entity.chain;
+       }
+       return n;
+ }
+ /**
+  * Teleport player to a random position near tele_target
+  * if tele_effects is true, teleport sound+particles are created
+  * return false on failure
+  */
+ bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
+ {
+       if ( !tele_target )
+               return false;
+       int i;
+       vector loc;
+       float theta;
++      // narrow the range for each iteration to increase chances that a spawnpoint
++      // can be found even if there's little room around the control point
++      float iteration_scale = 1;
+       for(i = 0; i < 16; ++i)
+       {
++              iteration_scale -= i / 16;
+               theta = random() * 2 * M_PI;
+               loc_y = sin(theta);
+               loc_x = cos(theta);
+               loc_z = 0;
 -              loc += tele_target.origin + '0 0 128';
++              loc *= random() * range * iteration_scale;
 -                              loc = closest_target.origin + '0 0 96';
 -                              loc += ('0 1 0' * random()) * 128;
++              loc += tele_target.origin + '0 0 128' * iteration_scale;
+               tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, player);
+               if(trace_fraction == 1.0 && !trace_startsolid)
+               {
+                       traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the world
+                       if(trace_fraction == 1.0 && !trace_startsolid)
+                       {
+                               if ( tele_effects )
+                               {
+                                       Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
+                                       sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
+                               }
+                               setorigin(player, loc);
+                               player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
+                               makevectors(player.angles);
+                               player.fixangle = true;
+                               player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
+                               if ( tele_effects )
+                                       Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
+                               return true;
+                       }
+               }
+       }
+       return false;
+ }
+ // ==============
+ // Hook Functions
+ // ==============
+ MUTATOR_HOOKFUNCTION(ons, reset_map_global)
+ {SELFPARAM();
+       entity e;
+       FOR_EACH_PLAYER(e)
+       {
+               e.ons_roundlost = false;
+               e.ons_deathloc = '0 0 0';
+               WITH(entity, self, e, PutClientInServer());
+       }
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
+ {SELFPARAM();
+       self.ons_deathloc = '0 0 0';
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
+ {SELFPARAM();
+       self.ons_deathloc = '0 0 0';
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
+ {SELFPARAM();
+       if(!round_handler_IsRoundStarted())
+       {
+               self.player_blocked = true;
+               return false;
+       }
+       entity l;
+       for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
+       {
+               l.sprite.SendFlags |= 16;
+       }
+       for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
+       {
+               l.sprite.SendFlags |= 16;
+       }
+       if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
+       if ( autocvar_g_onslaught_spawn_choose )
+       if ( self.ons_spawn_by )
+       if ( ons_Teleport(self,self.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
+       {
+               self.ons_spawn_by = world;
+               return false;
+       }
+       if(autocvar_g_onslaught_spawn_at_controlpoints)
+       if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
+       {
+               float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
+               entity tmp_entity, closest_target = world;
+               vector spawn_loc = self.ons_deathloc;
+               // new joining player or round reset, don't bother checking
+               if(spawn_loc == '0 0 0') { return false; }
+               if(random_target) { RandomSelection_Init(); }
+               for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
+               {
+                       if(SAME_TEAM(tmp_entity, self))
+                       if(random_target)
+                               RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
+                       else if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
+                               closest_target = tmp_entity;
+               }
+               if(random_target) { closest_target = RandomSelection_chosen_ent; }
+               if(closest_target)
+               {
+                       float i;
+                       vector loc;
++                      float iteration_scale = 1;
+                       for(i = 0; i < 10; ++i)
+                       {
 -                              loc = closest_target.origin + '0 0 128';
 -                              loc += ('0 1 0' * random()) * 256;
++                              iteration_scale -= i / 10;
++                              loc = closest_target.origin + '0 0 96' * iteration_scale;
++                              loc += ('0 1 0' * random()) * 128 * iteration_scale;
+                               tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
+                               if(trace_fraction == 1.0 && !trace_startsolid)
+                               {
+                                       traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
+                                       if(trace_fraction == 1.0 && !trace_startsolid)
+                                       {
+                                               setorigin(self, loc);
+                                               self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
+                                               return false;
+                                       }
+                               }
+                       }
+               }
+       }
+       if(autocvar_g_onslaught_spawn_at_generator)
+       if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
+       {
+               float random_target = autocvar_g_onslaught_spawn_at_generator_random;
+               entity tmp_entity, closest_target = world;
+               vector spawn_loc = self.ons_deathloc;
+               // new joining player or round reset, don't bother checking
+               if(spawn_loc == '0 0 0') { return false; }
+               if(random_target) { RandomSelection_Init(); }
+               for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
+               {
+                       if(random_target)
+                               RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
+                       else
+                       {
+                               if(SAME_TEAM(tmp_entity, self))
+                               if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
+                                       closest_target = tmp_entity;
+                       }
+               }
+               if(random_target) { closest_target = RandomSelection_chosen_ent; }
+               if(closest_target)
+               {
+                       float i;
+                       vector loc;
++                      float iteration_scale = 1;
+                       for(i = 0; i < 10; ++i)
+                       {
++                              iteration_scale -= i / 10;
++                              loc = closest_target.origin + '0 0 128' * iteration_scale;
++                              loc += ('0 1 0' * random()) * 256 * iteration_scale;
+                               tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
+                               if(trace_fraction == 1.0 && !trace_startsolid)
+                               {
+                                       traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
+                                       if(trace_fraction == 1.0 && !trace_startsolid)
+                                       {
+                                               setorigin(self, loc);
+                                               self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
+                                               return false;
+                                       }
+                               }
+                       }
+               }
+       }
+     return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, PlayerDies)
+ {SELFPARAM();
+       frag_target.ons_deathloc = frag_target.origin;
+       entity l;
+       for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
+       {
+               l.sprite.SendFlags |= 16;
+       }
+       for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
+       {
+               l.sprite.SendFlags |= 16;
+       }
+       if ( autocvar_g_onslaught_spawn_choose )
+       if ( ons_Count_SelfControlPoints() > 1 )
+               stuffcmd(self, "qc_cmd_cl hud clickradar\n");
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, MonsterMove)
+ {SELFPARAM();
+       entity e = find(world, targetname, self.target);
+       if (e != world)
+               self.team = e.team;
+       return false;
+ }
+ void ons_MonsterSpawn_Delayed()
+ {SELFPARAM();
+       entity e, own = self.owner;
+       if(!own) { remove(self); return; }
+       if(own.targetname)
+       {
+               e = find(world, target, own.targetname);
+               if(e != world)
+               {
+                       own.team = e.team;
+                       activator = e;
+                       own.use();
+               }
+       }
+       remove(self);
+ }
+ MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
+ {SELFPARAM();
+       entity e = spawn();
+       e.owner = self;
+       InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
+       return false;
+ }
+ void ons_TurretSpawn_Delayed()
+ {SELFPARAM();
+       entity e, own = self.owner;
+       if(!own) { remove(self); return; }
+       if(own.targetname)
+       {
+               e = find(world, target, own.targetname);
+               if(e != world)
+               {
+                       own.team = e.team;
+                       own.active = ACTIVE_NOT;
+                       activator = e;
+                       own.use();
+               }
+       }
+       remove(self);
+ }
+ MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
+ {SELFPARAM();
+       entity e = spawn();
+       e.owner = self;
+       InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
+ {SELFPARAM();
+       havocbot_ons_reset_role(self);
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
+ {
+       // onslaught is special
+       for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
+       {
+               switch(tmp_entity.team)
+               {
+                       case NUM_TEAM_1: c1 = 0; break;
+                       case NUM_TEAM_2: c2 = 0; break;
+                       case NUM_TEAM_3: c3 = 0; break;
+                       case NUM_TEAM_4: c4 = 0; break;
+               }
+       }
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
+ {SELFPARAM();
+       self.ons_roundlost = other.ons_roundlost; // make spectators see it too
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
+ {SELFPARAM();
+       if(MUTATOR_RETURNVALUE) // command was already handled?
+               return false;
+       if ( cmd_name == "ons_spawn" )
+       {
+               vector pos = self.origin;
+               if(cmd_argc > 1)
+                       pos_x = stof(argv(1));
+               if(cmd_argc > 2)
+                       pos_y = stof(argv(2));
+               if(cmd_argc > 3)
+                       pos_z = stof(argv(3));
+               if ( IS_PLAYER(self) )
+               {
+                       if ( !self.frozen )
+                       {
+                               entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
+                               if ( !source_point && self.health > 0 )
+                               {
+                                       sprint(self, "\nYou need to be next to a control point\n");
+                                       return 1;
+                               }
+                               entity closest_target = ons_Nearest_ControlPoint_2D(pos, autocvar_g_onslaught_click_radius);
+                               if ( closest_target == world )
+                               {
+                                       sprint(self, "\nNo control point found\n");
+                                       return 1;
+                               }
+                               if ( self.health <= 0 )
+                               {
+                                       self.ons_spawn_by = closest_target;
+                                       self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+                               }
+                               else
+                               {
+                                       if ( source_point == closest_target )
+                                       {
+                                               sprint(self, "\nTeleporting to the same point\n");
+                                               return 1;
+                                       }
+                                       if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,true) )
+                                               sprint(self, "\nUnable to teleport there\n");
+                               }
+                               return 1;
+                       }
+                       sprint(self, "\nNo teleportation for you\n");
+               }
+               return 1;
+       }
+       return 0;
+ }
+ MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
+ {SELFPARAM();
+       if(MUTATOR_RETURNVALUE || gameover) { return false; }
+       if((time > self.teleport_antispam) && (self.deadflag == DEAD_NO) && !self.vehicle)
+       {
+               entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
+               if ( source_point )
+               {
+                       stuffcmd(self, "qc_cmd_cl hud clickradar\n");
+                       return true;
+               }
+       }
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
+ {
+       return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
+               || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
+ }
+ MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
+ {
+       if(wp_sendflags & 16)
+       {
+               if(self.owner.classname == "onslaught_controlpoint")
+               {
+                       entity wp_owner = self.owner;
+                       entity e = WaypointSprite_getviewentity(wp_sendto);
+                       if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
+                       if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
+               }
+               if(self.owner.classname == "onslaught_generator")
+               {
+                       entity wp_owner = self.owner;
+                       if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
+                       if(wp_owner.health <= 0) { wp_flag |= 2; }
+               }
+       }
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
+ {
+       if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
+       {
+               ret_float = -3;
+               return true;
+       }
+       return false;
+ }
+ MUTATOR_HOOKFUNCTION(ons, TurretThink)
+ {
+       // ONS uses somewhat backwards linking.
+       if(self.target)
+       {
+               entity e = find(world, targetname, self.target);
+               if (e != world)
+                       self.team = e.team;
+       }
+       if(self.team != self.tur_head.team)
+               turret_respawn();
+       return false;
+ }
+ // ==========
+ // Spawnfuncs
+ // ==========
+ /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
+   Link between control points.
+   This entity targets two different spawnfunc_onslaught_controlpoint or spawnfunc_onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
+ keys:
+ "target" - first control point.
+ "target2" - second control point.
+  */
+ spawnfunc(onslaught_link)
+ {
+       if(!g_onslaught) { remove(self); return; }
+       if (self.target == "" || self.target2 == "")
+               objerror("target and target2 must be set\n");
+       self.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
+       ons_worldlinklist = self;
+       InitializeEntity(self, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
+       Net_LinkEntity(self, false, 0, ons_Link_Send);
+ }
+ /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
+   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
+   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
+ keys:
+ "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
+ "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)
+  */
+ spawnfunc(onslaught_controlpoint)
+ {
+       if(!g_onslaught) { remove(self); return; }
+       ons_ControlPoint_Setup(self);
+ }
+ /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
+   Base generator.
+   spawnfunc_onslaught_link entities can target this.
+ keys:
+ "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
+ "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
+  */
+ spawnfunc(onslaught_generator)
+ {
+       if(!g_onslaught) { remove(self); return; }
+       if(!self.team) { objerror("team must be set"); }
+       ons_GeneratorSetup(self);
+ }
+ // scoreboard setup
+ void ons_ScoreRules()
+ {
+       CheckAllowedTeams(world);
+       ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, 0, true);
+       ScoreInfo_SetLabel_TeamScore  (ST_ONS_CAPS,     "destroyed", SFL_SORT_PRIO_PRIMARY);
+       ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS,     "caps",      SFL_SORT_PRIO_SECONDARY);
+       ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES,    "takes",     0);
+       ScoreRules_basics_end();
+ }
+ void ons_DelayedInit() // Do this check with a delay so we can wait for teams to be set up
+ {
+       ons_ScoreRules();
+       round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
+       round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
+ }
+ void ons_Initialize()
+ {
+       g_onslaught = true;
+       ons_captureshield_force = autocvar_g_onslaught_shield_force;
+       addstat(STAT_ROUNDLOST, AS_INT, ons_roundlost);
+       InitializeEntity(world, ons_DelayedInit, INITPRIO_GAMETYPE);
+ }
+ #endif