Merge branch 'master' into Mario/ons_updates
authorMario <zacjardine@y7mail.com>
Tue, 20 Jan 2015 02:40:00 +0000 (13:40 +1100)
committerMario <zacjardine@y7mail.com>
Tue, 20 Jan 2015 02:40:00 +0000 (13:40 +1100)
Conflicts:
qcsrc/client/View.qc
qcsrc/client/scoreboard.qc
qcsrc/common/constants.qh
qcsrc/common/mapinfo.qh
qcsrc/common/notifications.qh
qcsrc/server/autocvars.qh
qcsrc/server/bot/havocbot/roles.qc
qcsrc/server/g_damage.qc
qcsrc/server/mutators/gamemode_onslaught.qc
qcsrc/server/progs.src

26 files changed:
1  2 
defaultXonotic.cfg
gamemodes.cfg
qcsrc/client/Main.qc
qcsrc/client/View.qc
qcsrc/client/autocvars.qh
qcsrc/client/hud.qc
qcsrc/client/hud.qh
qcsrc/client/mapvoting.qc
qcsrc/client/progs.src
qcsrc/client/scoreboard.qc
qcsrc/client/waypointsprites.qc
qcsrc/common/constants.qh
qcsrc/common/mapinfo.qh
qcsrc/common/notifications.qh
qcsrc/common/stats.qh
qcsrc/server/autocvars.qh
qcsrc/server/bot/havocbot/havocbot.qc
qcsrc/server/bot/havocbot/roles.qc
qcsrc/server/g_damage.qc
qcsrc/server/g_world.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/mutators/gamemode_onslaught.qc
qcsrc/server/mutators/gamemode_onslaught.qh
qcsrc/server/mutators/mutators_include.qh
qcsrc/server/progs.src
qcsrc/server/teamplay.qc

@@@ -220,13 -221,15 +221,16 @@@ set sv_ready_restart 0 "if set to 1 all
  set sv_ready_restart_after_countdown 0        "if set to 1 the players and map items are reset after the countdown ended, otherwise they're reset already at the beginning of the countdown"
  set sv_ready_restart_repeatable 0     "allows the players to restart the game as often as needed"
  
- seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy"
+ seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage"
  set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
+ seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound"
+ seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
+ seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off"
  
- seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead"
+ seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore"
  seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode"
  seta cl_eventchase_distance 140 "final camera distance"
 +seta cl_eventchase_distance 400 "final camera distance while viewing generator explosion"
  seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
  seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox"
  seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox"
diff --cc gamemodes.cfg
Simple merge
Simple merge
@@@ -493,38 -1050,18 +1051,39 @@@ void CSQC_UpdateView(float w, float h
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
-               WepSet weapons_stat = WepSet_GetFromStat();
 -              if(WantEventchase())
 +              float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
 +              entity gen = world;
 +              
 +              if(ons_roundlost)
 +              {
 +                      entity e;
 +                      for(e = world; (e = find(e, classname, "onslaught_generator")); )
 +                      {
 +                              if(e.health <= 0)
 +                              {
 +                                      gen = e;
 +                                      break;
 +                              }
 +                      }
 +                      if(!gen)
 +                              ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
 +              }
-               if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission || ons_roundlost) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
++              if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
                {
+                       eventchase_running = TRUE;
                        // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
                        vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
 +                      if(ons_roundlost) { current_view_origin = gen.origin; }
  
                        // detect maximum viewoffset and use it
 -                      if(autocvar_cl_eventchase_viewoffset)
 +                      vector view_offset = autocvar_cl_eventchase_viewoffset;
 +                      if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
 +
 +                      if(view_offset)
                        {
 -                              WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
 -                              if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
 +                              WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
 +                              if(trace_fraction == 1) { current_view_origin += view_offset; }
                                else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
                        }
  
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
@@@ -287,19 -287,15 +287,15 @@@ void Cmd_HUD_Help(
                "other gamemodes except DM.\n"));
  }
  
- string HUD_DefaultColumnLayout()
- {
-       return strcat( // fteqcc sucks
-               "ping pl name | ",
-               "-teams,race,lms/kills +freezetag/kills -teams,lms/deaths +freezetag/deaths -teams,lms,race,ka/suicides +freezetag/suicides -race,dm,tdm,ka,freezetag/frags ", // tdm already has this in "score"
-               "+tdm/kills +tdm/deaths +tdm/suicides ",
-               "+ctf/caps +ctf/pickups +ctf/fckills +ctf/returns +ons/caps +ons/takes ",
-               "+lms/lives +lms/rank ",
-               "+kh/caps +kh/pushes +kh/destroyed ",
-               "?+race/laps ?+race/time ?+race/fastest ",
-               "+as/objectives +nexball/faults +nexball/goals +ka/pickups +ka/bckills +ka/bctime +freezetag/revivals ",
-               "-lms,race,nexball/score");
- }
+ #define HUD_DefaultColumnLayout() \
+ "ping pl name | " \
+ "-teams,race,lms/kills +ft,tdm/kills -teams,lms/deaths +ft,tdm/deaths -teams,lms,race,ka/suicides +ft,tdm/suicides -race,dm,tdm,ka,ft/frags " /* tdm already has this in "score" */ \
 -"+ctf/caps +ctf/pickups +ctf/fckills +ctf/returns " \
++"+ctf/caps +ctf/pickups +ctf/fckills +ctf/returns +ons/caps +ons/takes " \
+ "+lms/lives +lms/rank " \
+ "+kh/caps +kh/pushes +kh/destroyed " \
+ "?+race/laps ?+race/time ?+race/fastest " \
+ "+as/objectives +nb/faults +nb/goals +ka/pickups +ka/bckills +ka/bctime +ft/revivals " \
+ "-lms,race,nb/score"
  
  void Cmd_HUD_SetFields(float argc)
  {
Simple merge
@@@ -100,9 -100,9 +100,11 @@@ const float ENT_CLIENT_ELIMINATEDPLAYER
  const float ENT_CLIENT_TURRET = 40;
  const float ENT_CLIENT_AUXILIARYXHAIR = 50;
  const float ENT_CLIENT_VEHICLE = 60;
 +const float ENT_CLIENT_GENERATOR = 70;
 +const float ENT_CLIENT_CONTROLPOINT_ICON = 71;
  
+ const float ENT_CLIENT_HEALING_ORB = 80;
  const float SPRITERULE_DEFAULT = 0;
  const float SPRITERULE_TEAMPLAY = 1;
  
@@@ -33,52 -37,52 +37,52 @@@ entity MapInfo_Type_last
  #define IS_GAMETYPE(NAME) \
        (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
  
- REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,"timelimit=20 pointlimit=30 leadlimit=0");
+ REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,FALSE,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
  #define g_dm IS_GAMETYPE(DEATHMATCH)
  
- REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,"timelimit=20 lives=9 leadlimit=0");
+ REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,FALSE,"timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
  #define g_lms IS_GAMETYPE(LMS)
  
- REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0");
+ REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,FALSE,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
  #define g_race IS_GAMETYPE(RACE)
  
- REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,"timelimit=20 skill=-1");
+ REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,FALSE,"timelimit=20 skill=-1",_("Race for fastest time"));
  #define g_cts IS_GAMETYPE(CTS)
  
- REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,"timelimit=20 pointlimit=50 teams=2 leadlimit=0");
+ REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,TRUE,"timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Kill all enemy teammates"));
  #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
  
- REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,"timelimit=20 caplimit=10 leadlimit=0");
+ REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,TRUE,"timelimit=20 caplimit=10 leadlimit=6",_("Find and bring the enemy flag to your base to capture it"));
  #define g_ctf IS_GAMETYPE(CTF)
  
- REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,"timelimit=20 pointlimit=10 leadlimit=0");
+ REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,TRUE,"timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
  #define g_ca IS_GAMETYPE(CA)
  
- REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,"timelimit=20 pointlimit=200 teams=2 leadlimit=0");
+ REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,TRUE,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture all the control points to win"));
  #define g_domination IS_GAMETYPE(DOMINATION)
  
- REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,"timelimit=20 pointlimit=1000 teams=3 leadlimit=0");
+ REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,TRUE,"timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
  #define g_keyhunt IS_GAMETYPE(KEYHUNT)
  
- REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,"timelimit=20");
+ REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,TRUE,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
  #define g_assault IS_GAMETYPE(ASSAULT)
  
- REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,"pointlimit=1 timelimit=30");
 -REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,TRUE,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
++REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,TRUE,"pointlimit = 1 timelimit=30",_("Capture control points to reach and destroy the enemy generator"));
  #define g_onslaught IS_GAMETYPE(ONSLAUGHT)
  
- REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,"timelimit=20 pointlimit=5 leadlimit=0");
+ REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,TRUE,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
  #define g_nexball IS_GAMETYPE(NEXBALL)
  
- REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,"timelimit=20 pointlimit=10 teams=2 leadlimit=0");
+ REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,TRUE,"timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to teammates to revive them"));
  #define g_freezetag IS_GAMETYPE(FREEZETAG)
  
- REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,"timelimit=20 pointlimit=30");
+ REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,TRUE,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
  #define g_keepaway IS_GAMETYPE(KEEPAWAY)
  
- REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,"pointlimit=50 teams=0");
+ REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,FALSE,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
  #define g_invasion IS_GAMETYPE(INVASION)
  
- const float MAPINFO_FEATURE_WEAPONS       = 1; // not defined for minstagib-only maps
+ const float MAPINFO_FEATURE_WEAPONS       = 1; // not defined for instagib-only maps
  const float MAPINFO_FEATURE_VEHICLES      = 2;
  const float MAPINFO_FEATURE_TURRETS       = 4;
  const float MAPINFO_FEATURE_MONSTERS      = 8;
@@@ -623,10 -660,9 +664,10 @@@ void Send_Notification_WOCOVA
      MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_FREEZE,            1, 0, "s1",           NO_CPID,             "0 0", _("^K3You froze ^BG%s"), "") \
      MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_FROZEN,            1, 0, "s1",           NO_CPID,             "0 0", _("^K1You were frozen by ^BG%s"), "") \
      MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVE,            1, 0, "s1",           NO_CPID,             "0 0", _("^K3You revived ^BG%s"), "") \
-     MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVE_FALL,       0, 0, "",             NO_CPID,             "0 0", _("^K3You revived yourself"), "") \
+     MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVE_SELF,       0, 0, "",             NO_CPID,             "0 0", _("^K3You revived yourself"), "") \
      MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVED,           1, 0, "s1",           NO_CPID,             "0 0", _("^K3You were revived by ^BG%s"), "") \
      MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_AUTO_REVIVED,      0, 1, "f1",           NO_CPID,             "0 0", _("^K3You were automatically revived after %s second(s)"), "") \
 +    MSG_CENTER_NOTIF(1, CENTER_GENERATOR_UNDERATTACK,       0, 0, "",             NO_CPID,             "0 0", _("^BGThe generator is under attack!"), "") \
      MULTITEAM_CENTER(1, CENTER_ROUND_TEAM_WIN_, 4,          0, 0, "",             CPID_ROUND,          "0 0", _("^TC^TT^BG team wins the round"), "") \
      MSG_CENTER_NOTIF(1, CENTER_ROUND_PLAYER_WIN,            1, 0, "s1",           CPID_ROUND,          "0 0", _("^BG%s^BG wins the round"), "") \
      MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_SELF,              0, 0, "",             NO_CPID,             "0 0", _("^K1You froze yourself"), "") \
index 0000000,f057029..3f35a3a
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,290 +1,290 @@@
 -// 87 empty?
+ // Full list of all stat constants, icnluded in a single location for easy reference
+ // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
+ const float MAX_CL_STATS                = 256;
+ const float STAT_HEALTH                 = 0;
+ // 1 empty?
+ const float STAT_WEAPON                 = 2;
+ const float STAT_AMMO                   = 3;
+ const float STAT_ARMOR                  = 4;
+ const float STAT_WEAPONFRAME            = 5;
+ const float STAT_SHELLS                 = 6;
+ const float STAT_NAILS                  = 7;
+ const float STAT_ROCKETS                = 8;
+ const float STAT_CELLS                  = 9;
+ const float STAT_ACTIVEWEAPON           = 10;
+ const float STAT_TOTALSECRETS           = 11;
+ const float STAT_TOTALMONSTERS          = 12;
+ const float STAT_SECRETS                = 13;
+ const float STAT_MONSTERS               = 14;
+ const float STAT_ITEMS                  = 15;
+ const float STAT_VIEWHEIGHT             = 16;
+ // 17 empty?
+ // 18 empty?
+ // 19 empty?
+ // 20 empty?
+ const float STAT_VIEWZOOM               = 21;
+ // 22 empty?
+ // 23 empty?
+ // 24 empty?
+ // 25 empty?
+ // 26 empty?
+ // 27 empty?
+ // 28 empty?
+ // 29 empty?
+ // 30 empty?
+ // 31 empty?
+ const float STAT_KH_KEYS                = 32;
+ const float STAT_CTF_STATE              = 33;
+ // 34 empty?
+ const float STAT_WEAPONS                = 35;
+ const float STAT_SWITCHWEAPON           = 36;
+ const float STAT_GAMESTARTTIME          = 37;
+ const float STAT_STRENGTH_FINISHED      = 38;
+ const float STAT_INVINCIBLE_FINISHED    = 39;
+ // 40 empty?
+ const float STAT_ARC_HEAT               = 41;
+ const float STAT_PRESSED_KEYS           = 42;
+ const float STAT_ALLOW_OLDVORTEXBEAM    = 43; // this stat could later contain some other bits of info, like, more server-side particle config
+ const float STAT_FUEL                   = 44;
+ const float STAT_NB_METERSTART          = 45;
+ const float STAT_SHOTORG                = 46; // compressShotOrigin
+ const float STAT_LEADLIMIT              = 47;
+ const float STAT_WEAPON_CLIPLOAD        = 48;
+ const float STAT_WEAPON_CLIPSIZE        = 49;
+ const float STAT_VORTEX_CHARGE          = 50;
+ const float STAT_LAST_PICKUP            = 51;
+ const float STAT_HUD                    = 52;
+ const float STAT_VORTEX_CHARGEPOOL      = 53;
+ const float STAT_HIT_TIME               = 54;
+ const float STAT_DAMAGE_DEALT_TOTAL     = 55;
+ const float STAT_TYPEHIT_TIME           = 56;
+ const float STAT_LAYED_MINES            = 57;
+ const float STAT_HAGAR_LOAD             = 58;
+ const float STAT_SWITCHINGWEAPON        = 59;
+ const float STAT_SUPERWEAPONS_FINISHED  = 60;
+ const float STAT_VEHICLESTAT_HEALTH     = 61;
+ const float STAT_VEHICLESTAT_SHIELD     = 62;
+ const float STAT_VEHICLESTAT_ENERGY     = 63;
+ const float STAT_VEHICLESTAT_AMMO1      = 64;
+ const float STAT_VEHICLESTAT_RELOAD1    = 65;
+ const float STAT_VEHICLESTAT_AMMO2      = 66;
+ const float STAT_VEHICLESTAT_RELOAD2    = 67;
+ const float STAT_VEHICLESTAT_W2MODE     = 68;
+ const float STAT_NADE_TIMER             = 69;
+ const float STAT_SECRETS_TOTAL          = 70;
+ const float STAT_SECRETS_FOUND          = 71;
+ const float STAT_RESPAWN_TIME           = 72;
+ const float STAT_ROUNDSTARTTIME         = 73;
+ const float STAT_WEAPONS2               = 74;
+ const float STAT_WEAPONS3               = 75;
+ const float STAT_MONSTERS_TOTAL         = 76;
+ const float STAT_MONSTERS_KILLED        = 77;
+ const float STAT_BUFFS                  = 78;
+ const float STAT_NADE_BONUS             = 79;
+ const float STAT_NADE_BONUS_TYPE        = 80;
+ const float STAT_NADE_BONUS_SCORE       = 81;
+ const float STAT_HEALING_ORB            = 82;
+ const float STAT_HEALING_ORB_ALPHA      = 83;
+ const float STAT_PLASMA                 = 84;
+ const float STAT_OK_AMMO_CHARGE         = 85;
+ const float STAT_OK_AMMO_CHARGEPOOl     = 86;
++const float STAT_ROUNDLOST             = 87;
+ // 88 empty?
+ // 89 empty?
+ // 90 empty?
+ // 91 empty?
+ // 92 empty?
+ // 93 empty?
+ // 94 empty?
+ // 95 empty?
+ // 96 empty?
+ // 97 empty?
+ // 98 empty?
+ // 99 empty?
+ /* The following stats change depending on the gamemode, so can share the same ID */
+ // IDs 100 to 104 reserved for gamemodes
+ // freeze tag, clan arena, jailbreak
+ const float STAT_REDALIVE               = 100;
+ const float STAT_BLUEALIVE              = 101;
+ const float STAT_YELLOWALIVE            = 102;
+ const float STAT_PINKALIVE              = 103;
+ // domination
+ const float STAT_DOM_TOTAL_PPS          = 100;
+ const float STAT_DOM_PPS_RED            = 101;
+ const float STAT_DOM_PPS_BLUE           = 102;
+ const float STAT_DOM_PPS_YELLOW         = 103;
+ const float STAT_DOM_PPS_PINK           = 104;
+ // vip
+ const float STAT_VIP                    = 100;
+ const float STAT_VIP_RED                = 101;
+ const float STAT_VIP_BLUE               = 102;
+ const float STAT_VIP_YELLOW             = 103;
+ const float STAT_VIP_PINK               = 104;
+ // key hunt
+ const float STAT_KH_REDKEY_TEAM         = 100;
+ const float STAT_KH_BLUEKEY_TEAM        = 101;
+ const float STAT_KH_YELLOWKEY_TEAM      = 102;
+ const float STAT_KH_PINKKEY_TEAM        = 103;
+ /* Gamemode-specific stats end here */
+ const float STAT_FROZEN                 = 105;
+ const float STAT_REVIVE_PROGRESS        = 106;
+ // 107 empty?
+ // 108 empty?
+ // 109 empty?
+ // 110 empty?
+ // 111 empty?
+ // 112 empty?
+ // 113 empty?
+ // 114 empty?
+ // 115 empty?
+ // 116 empty?
+ // 117 empty?
+ // 118 empty?
+ // 119 empty?
+ // 120 empty?
+ // 121 empty?
+ // 122 empty?
+ // 123 empty?
+ // 124 empty?
+ // 125 empty?
+ // 126 empty?
+ // 127 empty?
+ // 128 empty?
+ // 129 empty?
+ // 130 empty?
+ // 131 empty?
+ // 132 empty?
+ // 133 empty?
+ // 134 empty?
+ // 135 empty?
+ // 136 empty?
+ // 137 empty?
+ // 138 empty?
+ // 139 empty?
+ // 140 empty?
+ // 141 empty?
+ // 142 empty?
+ // 143 empty?
+ // 144 empty?
+ // 145 empty?
+ // 146 empty?
+ // 147 empty?
+ // 148 empty?
+ // 149 empty?
+ // 150 empty?
+ // 151 empty?
+ // 152 empty?
+ // 153 empty?
+ // 154 empty?
+ // 155 empty?
+ // 156 empty?
+ // 157 empty?
+ // 158 empty?
+ // 159 empty?
+ // 160 empty?
+ // 161 empty?
+ // 162 empty?
+ // 162 empty?
+ // 163 empty?
+ // 164 empty?
+ // 165 empty?
+ // 166 empty?
+ // 167 empty?
+ // 168 empty?
+ // 169 empty?
+ // 170 empty?
+ // 171 empty?
+ // 172 empty?
+ // 173 empty?
+ // 174 empty?
+ // 175 empty?
+ // 176 empty?
+ // 177 empty?
+ // 178 empty?
+ // 179 empty?
+ // 180 empty?
+ // 181 empty?
+ // 182 empty?
+ // 183 empty?
+ // 184 empty?
+ // 185 empty?
+ // 186 empty?
+ // 187 empty?
+ // 188 empty?
+ // 189 empty?
+ // 190 empty?
+ // 191 empty?
+ // 192 empty?
+ // 193 empty?
+ // 194 empty?
+ // 195 empty?
+ // 196 empty?
+ // 197 empty?
+ // 198 empty?
+ // 199 empty?
+ // 200 empty?
+ // 201 empty?
+ // 202 empty?
+ // 203 empty?
+ // 204 empty?
+ // 205 empty?
+ // 206 empty?
+ // 207 empty?
+ // 208 empty?
+ // 209 empty?
+ // 210 empty?
+ // 211 empty?
+ // 212 empty?
+ // 213 empty?
+ // 214 empty?
+ // 215 empty?
+ // 216 empty?
+ // 217 empty?
+ // 218 empty?
+ // 219 empty?
+ const float STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR     = 220;
+ const float STAT_MOVEVARS_AIRCONTROL_PENALTY            = 221;
+ const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW           = 222;
+ const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW             = 223;
+ const float STAT_MOVEVARS_AIRCONTROL_POWER              = 224;
+ const float STAT_MOVEFLAGS                              = 225;
+ const float STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL   = 226;
+ const float STAT_MOVEVARS_WARSOWBUNNY_ACCEL             = 227;
+ const float STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED          = 228;
+ const float STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL         = 229;
+ const float STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO   = 230;
+ const float STAT_MOVEVARS_AIRSTOPACCELERATE             = 231;
+ const float STAT_MOVEVARS_AIRSTRAFEACCELERATE           = 232;
+ const float STAT_MOVEVARS_MAXAIRSTRAFESPEED             = 233;
+ const float STAT_MOVEVARS_AIRCONTROL                    = 234;
+ const float STAT_FRAGLIMIT                              = 235;
+ const float STAT_TIMELIMIT                              = 236;
+ const float STAT_MOVEVARS_WALLFRICTION                  = 237;
+ const float STAT_MOVEVARS_FRICTION                      = 238;
+ const float STAT_MOVEVARS_WATERFRICTION                 = 239;
+ const float STAT_MOVEVARS_TICRATE                       = 240;
+ const float STAT_MOVEVARS_TIMESCALE                     = 241;
+ const float STAT_MOVEVARS_GRAVITY                       = 242;
+ const float STAT_MOVEVARS_STOPSPEED                     = 243;
+ const float STAT_MOVEVARS_MAXSPEED                      = 244;
+ const float STAT_MOVEVARS_SPECTATORMAXSPEED             = 245;
+ const float STAT_MOVEVARS_ACCELERATE                    = 246;
+ const float STAT_MOVEVARS_AIRACCELERATE                 = 247;
+ const float STAT_MOVEVARS_WATERACCELERATE               = 248;
+ const float STAT_MOVEVARS_ENTGRAVITY                    = 249;
+ const float STAT_MOVEVARS_JUMPVELOCITY                  = 250;
+ const float STAT_MOVEVARS_EDGEFRICTION                  = 251;
+ const float STAT_MOVEVARS_MAXAIRSPEED                   = 252;
+ const float STAT_MOVEVARS_STEPHEIGHT                    = 253;
+ const float STAT_MOVEVARS_AIRACCEL_QW                   = 254;
+ const float STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION    = 255;
@@@ -918,7 -431,13 +431,8 @@@ float autocvar_g_nix_with_powerups
  float autocvar_g_nodepthtestitems;
  float autocvar_g_nodepthtestplayers;
  float autocvar_g_norecoil;
 -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_pickup_cells_max;
+ float autocvar_g_pickup_plasma_max;
  float autocvar_g_pickup_fuel_max;
  float autocvar_g_pickup_items;
  float autocvar_g_pickup_nails_max;
@@@ -1278,27 -850,33 +845,56 @@@ float autocvar_g_spawn_near_teammate_ig
  float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
  float autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
  float autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
 -
 +float autocvar_g_onslaught_debug;
 +float autocvar_g_onslaught_teleport_wait;
 +float autocvar_g_onslaught_spawn_at_controlpoints;
 +var 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;
 +float autocvar_g_onslaught_spawn_at_generator_chance;
 +float autocvar_g_onslaught_spawn_at_generator_random;
 +float autocvar_g_onslaught_cp_proxydecap;
 +var float autocvar_g_onslaught_cp_proxydecap_distance = 512;
 +var float autocvar_g_onslaught_cp_proxydecap_dps = 100;
 +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;
 +var float autocvar_g_onslaught_shield_force = 100;
 +float autocvar_g_onslaught_allow_vehicle_touch;
 +float autocvar_g_onslaught_round_timelimit;
 +float autocvar_g_onslaught_point_limit;
 +float autocvar_g_onslaught_warmup;
 +float autocvar_g_onslaught_teleport_radius;
 +float autocvar_g_onslaught_spawn_choose;
 +float autocvar_g_onslaught_click_radius;
+ float autocvar_g_buffs_waypoint_distance;
+ float autocvar_g_buffs_randomize;
+ float autocvar_g_buffs_random_lifetime;
+ float autocvar_g_buffs_random_location;
+ float autocvar_g_buffs_random_location_attempts;
+ float autocvar_g_buffs_spawn_count;
+ float autocvar_g_buffs_replace_powerups;
+ float autocvar_g_buffs_cooldown_activate;
+ float autocvar_g_buffs_cooldown_respawn;
+ float autocvar_g_buffs_resistance_blockpercent;
+ float autocvar_g_buffs_medic_survive_chance;
+ float autocvar_g_buffs_medic_survive_health;
+ float autocvar_g_buffs_medic_rot;
+ float autocvar_g_buffs_medic_max;
+ float autocvar_g_buffs_medic_regen;
+ float autocvar_g_buffs_vengeance_damage_multiplier;
+ float autocvar_g_buffs_bash_force;
+ float autocvar_g_buffs_bash_force_self;
+ float autocvar_g_buffs_disability_time;
+ float autocvar_g_buffs_disability_speed;
+ float autocvar_g_buffs_disability_rate;
+ float autocvar_g_buffs_speed_speed;
+ float autocvar_g_buffs_speed_rate;
+ float autocvar_g_buffs_speed_damage_take;
+ float autocvar_g_buffs_speed_regen;
+ float autocvar_g_buffs_vampire_damage_steal;
+ float autocvar_g_buffs_invisible_alpha;
+ float autocvar_g_buffs_flight_gravity;
+ float autocvar_g_buffs_jump_height;
Simple merge
@@@ -273,8 -237,8 +237,6 @@@ void havocbot_chooserole(
                return;
        else if (g_keyhunt)
                havocbot_chooserole_kh();
-       else if (g_race || g_cts)
-               havocbot_chooserole_race();
 -      else if (g_onslaught)
 -              havocbot_chooserole_ons();
        else // assume anything else is deathmatch
                havocbot_chooserole_dm();
  }
@@@ -732,9 -864,9 +864,9 @@@ void Damage (entity targ, entity inflic
                        else
                                victim = targ;
  
-                       if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER || victim.classname == "func_assault_destructible" || (victim.classname == "onslaught_generator" && !victim.isshielded) || (victim.classname == "onslaught_controlpoint_icon" && !victim.owner.isshielded))
 -                      if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER))
++                      if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER) || victim.classname == "func_assault_destructible" || (victim.classname == "onslaught_generator" && !victim.isshielded) || (victim.classname == "onslaught_controlpoint_icon" && !victim.owner.isshielded))
                        {
-                               if(DIFF_TEAM(victim, attacker))
+                               if(DIFF_TEAM(victim, attacker) && !victim.frozen)
                                {
                                        if(damage > 0)
                                        {
Simple merge
Simple merge
@@@ -358,272 -379,415 +358,272 @@@ float ons_ControlPoint_Attackable(entit
        return 0;
  }
  
 -float overtime_msg_time;
 -void onslaught_generator_think()
 +void ons_ControlPoint_Icon_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
  {
 -      float d;
 -      entity e;
 -      self.nextthink = ceil(time + 1);
 -      if (!gameover)
 +      entity oself;
 +      
 +      if(damage <= 0) { return; }
 +
 +      if (self.owner.isshielded)
        {
 -              if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
 -              {
 -                      if (!overtime_msg_time)
 -                      {
 -                              Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
 -                              overtime_msg_time = time;
 -                      }
 -                      // 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, ATTEN_NORM);
 -                      d = 1;
 -                      e = findchain(classname, "onslaught_controlpoint");
 -                      while (e)
 +              // this is protected by a shield, so ignore the damage
 +              if (time > self.pain_finished)
 +                      if (IS_PLAYER(attacker))
                        {
 -                              if (e.team != self.team)
 -                                      if (e.islinked)
 -                                              d = d + 1;
 -                              e = e.chain;
 +                              play2(attacker, "onslaught/damageblockedbyshield.wav");
 +                              self.pain_finished = time + 1;
 +                              attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
                        }
  
 -                      if(autocvar_g_campaign && autocvar__campaign_testrun)
 -                              d = d * self.max_health;
 -                      else
 -                              d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
 -
 -                      Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
 -              }
 -              else if (overtime_msg_time)
 -                      overtime_msg_time = 0;
 -
 -        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);
 -                    soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTEN_NONE);    // FIXME: Uniqe sound?
 -                }
 -            }
 -        }
 +              return;
        }
 -}
 -
 -void onslaught_generator_ring_spawn(vector org)
 -{
 -      modeleffect_spawn("models/onslaught/shockwavetransring.md3", 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, -16, 0.1, 1.25, 0.25);
 -}
  
 -void onslaught_generator_ray_think()
 -{
 -      self.nextthink = time + 0.05;
 -      if(self.count > 10)
 +      if(IS_PLAYER(attacker))
 +      if(time - ons_notification_time[self.team] > 10)
        {
 -              self.think = SUB_Remove;
 -              return;
 +              play2team(self.team, "onslaught/controlpoint_underattack.wav");
 +              ons_notification_time[self.team] = time;
        }
  
 -      if(self.count > 5)
 -              self.alpha -= 0.1;
 +      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 / CP_THINKRATE));
++              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("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, ATTEN_NORM);
        else
 -              self.alpha += 0.1;
 +              sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTEN_NORM);
  
 -      self.scale += 0.2;
 -      self.count +=1;
 -}
 +      if (self.health < 0)
 +      {
 +              sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
 +              pointparticles(particleeffectnum("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;
  
 -void onslaught_generator_ray_spawn(vector org)
 -{
 -      entity e;
 -      e = spawn();
 -      setmodel(e, "models/onslaught/ons_ray.md3");
 -      setorigin(e, org);
 -      e.angles = randomvec() * 360;
 -      e.alpha = 0;
 -      e.scale = random() * 5 + 8;
 -      e.think = onslaught_generator_ray_think;
 -      e.nextthink = time + 0.05;
 -}
 +              WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
  
 -void onslaught_generator_shockwave_spawn(vector org)
 -{
 -      shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
 -}
 +              onslaught_updatelinks();
  
 -void onslaught_generator_damage_think()
 -{
 -      if(self.owner.health < 0)
 -      {
 -              self.think = SUB_Remove;
 -              return;
 -      }
 -      self.nextthink = time+0.1;
 +              // Use targets now (somebody make sure this is in the right place..)
 +              oself = self;
 +              self = self.owner;
 +              activator = self;
 +              SUB_UseTargets ();
 +              self = oself;
  
 -      // damaged fx (less probable the more damaged is the generator)
 -      if(random() < 0.9 - self.owner.health / self.owner.max_health)
 -              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, ATTEN_NORM);
 -              }
 -              else
 -                      pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
 -}
 +              self.owner.waslinked = self.owner.islinked;
 +              if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
 +                      setmodel_fixsize(self.owner, "models/onslaught/controlpoint_pad.md3");
 +              //setsize(self, '-32 -32 0', '32 32 8');
  
 -void onslaught_generator_damage_spawn(entity gd_owner)
 -{
 -      entity e;
 -      e = spawn();
 -      e.owner = gd_owner;
 -      e.health = self.owner.health;
 -      setorigin(e, gd_owner.origin);
 -      e.think = onslaught_generator_damage_think;
 -      e.nextthink = time+1;
 +              remove(self);
 +      }
 +      
 +      self.SendFlags |= CPSF_STATUS;
  }
  
 -void onslaught_generator_deaththink()
 +void ons_ControlPoint_Icon_Think()
  {
 -      vector org;
 -      float i;
 -
 -      if (!self.count)
 -              self.count = 40;
 +      entity oself;
-       self.nextthink = time + CP_THINKRATE;
++      self.nextthink = time + ONS_CP_THINKRATE;
  
 -      // White shockwave
 -      if(self.count==40||self.count==20)
 +      if(autocvar_g_onslaught_cp_proxydecap)
        {
 -              onslaught_generator_ring_spawn(self.origin);
 -              sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTEN_NORM);
 -      }
 +        float _enemy_count = 0;
 +        float _friendly_count = 0;
 +        float _dist;
 +        entity _player;
  
 -      // Throw some gibs
 -      if(random() < 0.3)
 -      {
 -              i = random();
 -              if(i < 0.3)
 -                      ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
 -              else if(i > 0.7)
 -                      ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
 -              else
 -                      ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
 -      }
 +        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 * CP_THINKRATE);
-         _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * CP_THINKRATE);
++        _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);
  
 -      // Spawn fire balls
 -      for(i=0;i < 10;++i)
 +        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)
        {
 -              org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
 -              pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
 +              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);
 +              }
        }
  
 -      // Short explosion sound + small explosion
 -      if(random() < 0.25)
 +      if(self.owner.islinked != self.owner.waslinked)
        {
 -              te_explosion(self.origin);
 -              sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
 -      }
 +              // unteam the spawnpoint if needed
 +              float t;
 +              t = self.owner.team;
 +              if(!self.owner.islinked)
 +                      self.owner.team = 0;
 +
 +              oself = self;
 +              self = self.owner;
 +              activator = self;
 +              SUB_UseTargets ();
 +              self = oself;
  
 -      // Particles
 -      org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
 -      pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
 +              self.owner.team = t;
  
 -      // rays
 -      if(random() > 0.25 )
 -      {
 -              onslaught_generator_ray_spawn(self.origin);
 +              self.owner.waslinked = self.owner.islinked;
        }
  
 -      // Final explosion
 -      if(self.count==1)
 +      // damaged fx
 +      if(random() < 0.6 - self.health / self.max_health)
        {
 -              org = self.origin;
 -              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, ATTEN_NORM);
 -      }
 -      else
 -              self.nextthink = time + 0.05;
 -
 -      self.count = self.count - 1;
 -}
 +              pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
  
 -void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 -{
 -      float i;
 -      if (damage <= 0)
 -              return;
 -      if(warmup_stage)
 -              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, "onslaught/damageblockedbyshield.wav");
 -                                      self.pain_finished = time + 1;
 -                              }
 -                      return;
 -              }
 -              if (time > self.pain_finished)
 -              {
 -                      self.pain_finished = time + 10;
 -                      bprint(Team_ColoredFullName(self.team), " generator under attack!\n");
 -                      play2team(self.team, "onslaught/generator_underattack.wav");
 -              }
 -      }
 -      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)
 -      {
 -#ifdef ONSLAUGHT_SPAM
 -              float h, lh;
 -              lh = ceil(self.lasthealth / 100) * 100;
 -              h = ceil(self.health / 100) * 100;
 -              if(lh != h)
 -                      bprint(Team_ColoredFullName(self.team), " generator has less than ", ftos(h), " health remaining\n");
 -#endif
 -              self.lasthealth = self.health;
 +              if(random() > 0.8)
 +                      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, ATTEN_NORM);
        }
 -      else if (!warmup_stage)
 -      {
 -              if (attacker == self)
 -                      bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
 -              else
 -              {
 -                      string t;
 -                      t = Team_ColoredFullName(attacker.team);
 -                      bprint(Team_ColoredFullName(self.team), " generator destroyed by ", t, "!\n");
 -              }
 -              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 = onslaught_generator_deaththink; // explosion sequence
 -              self.nextthink = time; // start exploding immediately
 -              self.think(); // do the first explosion now
 +}
  
 -              WaypointSprite_UpdateMaxHealth(self.sprite, 0);
 +void ons_ControlPoint_Icon_BuildThink()
 +{
 +      entity oself;
 +      float a;
  
-       self.nextthink = time + CP_THINKRATE;
 -              onslaught_updatelinks();
 -      }
++      self.nextthink = time + ONS_CP_THINKRATE;
  
 -      if(self.health <= 0)
 -              setmodel(self, "models/onslaught/generator_dead.md3");
 -      else if(self.health < self.max_health * 0.10)
 -              setmodel(self, "models/onslaught/generator_dmg9.md3");
 -      else if(self.health < self.max_health * 0.20)
 -              setmodel(self, "models/onslaught/generator_dmg8.md3");
 -      else if(self.health < self.max_health * 0.30)
 -              setmodel(self, "models/onslaught/generator_dmg7.md3");
 -      else if(self.health < self.max_health * 0.40)
 -              setmodel(self, "models/onslaught/generator_dmg6.md3");
 -      else if(self.health < self.max_health * 0.50)
 -              setmodel(self, "models/onslaught/generator_dmg5.md3");
 -      else if(self.health < self.max_health * 0.60)
 -              setmodel(self, "models/onslaught/generator_dmg4.md3");
 -      else if(self.health < self.max_health * 0.70)
 -              setmodel(self, "models/onslaught/generator_dmg3.md3");
 -      else if(self.health < self.max_health * 0.80)
 -              setmodel(self, "models/onslaught/generator_dmg2.md3");
 -      else if(self.health < self.max_health * 0.90)
 -              setmodel(self, "models/onslaught/generator_dmg1.md3");
 -      setsize(self, '-52 -52 -14', '52 52 75');
 +      // only do this if there is power
 +      a = ons_ControlPoint_CanBeLinked(self.owner, self.owner.team);
 +      if(!a)
 +              return;
  
 -      // 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, ATTEN_NORM);
 -              i = random();
 -              if(i < 0.3)
 -                      ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
 -              else if(i > 0.7)
 -                      ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
 -              else
 -                      ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
 -      }
 -      else
 +      self.health = self.health + self.count;
 +      
 +      self.SendFlags |= CPSF_STATUS;
 +
 +      if (self.health >= self.max_health)
        {
 -              // particles on every hit
 -              pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
 +              self.health = self.max_health;
-               self.count = autocvar_g_onslaught_cp_regen * CP_THINKRATE; // slow repair rate from now on
++              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, "onslaught/controlpoint_built.wav", VOL_BASE, ATTEN_NORM);
 +              self.owner.iscaptured = TRUE;
 +              self.solid = SOLID_BBOX;
  
 -              //sound on every hit
 -              if (random() < 0.5)
 -                      sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
 -              else
 -                      sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
 -      }
 +              pointparticles(particleeffectnum(sprintf("%s_cap", Static_Team_ColorName_Lower(self.owner.team))), self.owner.origin, '0 0 0', 1);
  
 -      //throw some gibs on damage
 -      if(random() < damage/200+0.2)
 -              if(random() < 0.5)
 -                      ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
 -}
 +              WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
 +              WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
  
 -// update links after a delay
 -void onslaught_generator_delayed()
 -{
 -      onslaught_updatelinks();
 -      // now begin normal thinking
 -      self.think = onslaught_generator_think;
 -      self.nextthink = time;
 -}
 +              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;
  
 -string onslaught_generator_waypointsprite_for_team(entity e, float t)
 -{
 -      if(t == e.team)
 -      {
 -              if(e.team == NUM_TEAM_1)
 -                      return "ons-gen-red";
 -              else if(e.team == NUM_TEAM_2)
 -                      return "ons-gen-blue";
 +              onslaught_updatelinks();
 +
 +              // Use targets now (somebody make sure this is in the right place..)
 +              oself = self;
 +              self = self.owner;
 +              activator = self;
 +              SUB_UseTargets ();
 +              self = oself;
 +              
 +              self.SendFlags |= CPSF_SETUP;
        }
 -      if(e.isshielded)
 -              return "ons-gen-shielded";
 -      if(e.team == NUM_TEAM_1)
 -              return "ons-gen-red";
 -      else if(e.team == NUM_TEAM_2)
 -              return "ons-gen-blue";
 -      return "";
 +      if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
 +              setmodel_fixsize(self.owner, "models/onslaught/controlpoint_pad2.md3");
 +              
 +      if(random() < 0.9 - self.health / self.max_health)
 +              pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
  }
  
 -void onslaught_generator_updatesprite(entity e)
 +void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
  {
 -      string s1, s2, s3;
 -      s1 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_1);
 -      s2 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_2);
 -      s3 = onslaught_generator_waypointsprite_for_team(e, -1);
 -      WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
 +      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) * CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
++      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, "onslaught/controlpoint_build.wav", VOL_BASE, ATTEN_NORM);
 +      
 +      cp.goalentity = e;
 +      cp.team = e.team;
 +      cp.colormap = e.colormap;
  
 -      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 == NUM_TEAM_1 || e.team == NUM_TEAM_2)
 -                              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 == NUM_TEAM_1 || e.team == NUM_TEAM_2)
 -                              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);
 -      }
 +      pointparticles(particleeffectnum(sprintf("%sflag_touch", Static_Team_ColorName_Lower(player.team))), e.origin, '0 0 0', 1);
 +
-       WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / CP_THINKRATE));
++      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);
  }
  
 -string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
 +string ons_ControlPoint_Waypoint(entity e)
  {
        float a;
 -      if(t != -1)
 +      if(e.team)
        {
 -              a = onslaught_controlpoint_attackable(e, t);
 -              if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
 -              {
 -                      if(e.team == NUM_TEAM_1)
 -                              return "ons-cp-atck-red";
 -                      else if(e.team == NUM_TEAM_2)
 -                              return "ons-cp-atck-blue";
 -                      else
 -                              return "ons-cp-atck-neut";
 -              }
 -              else if(a == -2) // DEFEND THIS ONE NOW
 -              {
 -                      if(e.team == NUM_TEAM_1)
 -                              return "ons-cp-dfnd-red";
 -                      else if(e.team == NUM_TEAM_2)
 -                              return "ons-cp-dfnd-blue";
 -              }
 -              else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
 -              {
 -                      if(e.team == NUM_TEAM_1)
 -                              return "ons-cp-red";
 -                      else if(e.team == NUM_TEAM_2)
 -                              return "ons-cp-blue";
 -              }
 -              else if(a == 2) // touch it
 -                      return "ons-cp-neut";
 +              a = ons_ControlPoint_Attackable(e, e.team);
 +              
 +              if(a == -2) { return "ons-cp-dfnd"; } // defend now
 +              if(a == -1 || a == 1 || a == 2) { return "ons-cp"; } // touch
 +              if(a == 3 || a == 4) { return "ons-cp-atck"; } // attack
        }
        else
 -      {
 -              if(e.team == NUM_TEAM_1)
 -                      return "ons-cp-red";
 -              else if(e.team == NUM_TEAM_2)
 -                      return "ons-cp-blue";
 -              else
 -                      return "ons-cp-neut";
 -      }
 +              return "ons-cp";
 +
        return "";
  }
  
@@@ -672,1366 -838,736 +672,1373 @@@ void ons_ControlPoint_UpdateSprite(enti
        }
  }
  
 -void onslaught_generator_reset()
 +void ons_ControlPoint_Touch()
  {
 -      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.enemy.solid = SOLID_NOT;
 -      self.think = onslaught_generator_delayed;
 -      self.nextthink = time + 0.2;
 -      setmodel(self, "models/onslaught/generator.md3");
 -      setsize(self, '-52 -52 -14', '52 52 75');
 -
 -      if(!self.noalign)
 +      entity toucher = other;
 +      float attackable;
 +      
 +      if((toucher.vehicle_flags & VHF_ISVEHICLE) && 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 )
        {
 -              setorigin(self, self.origin + '0 0 20');
 -              droptofloor();
 +              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;
  
 -      WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
 -      WaypointSprite_UpdateHealth(self.sprite, self.health);
 +      onslaught_updatelinks();
  }
  
 -/*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.
 - */
 -void spawnfunc_onslaught_generator()
 +void ons_ControlPoint_Think()
  {
-       self.nextthink = time + CP_THINKRATE;
 -      if (!g_onslaught)
 -      {
 -              remove(self);
 -              return;
 -      }
 -
 -      //entity e;
 -      precache_model("models/onslaught/generator.md3");
 -      precache_model("models/onslaught/generator_shield.md3");
 -      precache_model("models/onslaught/generator_dmg1.md3");
 -      precache_model("models/onslaught/generator_dmg2.md3");
 -      precache_model("models/onslaught/generator_dmg3.md3");
 -      precache_model("models/onslaught/generator_dmg4.md3");
 -      precache_model("models/onslaught/generator_dmg5.md3");
 -      precache_model("models/onslaught/generator_dmg6.md3");
 -      precache_model("models/onslaught/generator_dmg7.md3");
 -      precache_model("models/onslaught/generator_dmg8.md3");
 -      precache_model("models/onslaught/generator_dmg9.md3");
 -      precache_model("models/onslaught/generator_dead.md3");
 -      precache_model("models/onslaught/shockwave.md3");
 -      precache_model("models/onslaught/shockwavetransring.md3");
 -      precache_model("models/onslaught/gen_gib1.md3");
 -      precache_model("models/onslaught/gen_gib2.md3");
 -      precache_model("models/onslaught/gen_gib3.md3");
 -      precache_model("models/onslaught/ons_ray.md3");
 -      precache_sound("onslaught/generator_decay.wav");
 -      precache_sound("weapons/grenade_impact.wav");
 -      precache_sound("weapons/rocket_impact.wav");
 -      precache_sound("onslaught/generator_underattack.wav");
 -      precache_sound("onslaught/shockwave.wav");
 -      precache_sound("onslaught/ons_hit1.wav");
 -      precache_sound("onslaught/ons_hit2.wav");
 -      precache_sound("onslaught/electricity_explode.wav");
 -      if (!self.team)
 -              objerror("team must be set");
 -
 -      if(self.team == NUM_TEAM_1)
 -        ons_red_generator = self;
++      self.nextthink = time + ONS_CP_THINKRATE;
 +      CSQCMODEL_AUTOUPDATE();
 +}
  
 -      if(self.team == NUM_TEAM_2)
 -        ons_blue_generator = self;
 +void ons_ControlPoint_Reset()
 +{
 +      if(self.goalentity)
 +              remove(self.goalentity);
  
 -      self.team_saved = self.team;
 -      self.colormap = 1024 + (self.team - 1) * 17;
 -      self.solid = SOLID_BBOX;
 -      self.movetype = MOVETYPE_NONE;
 -      self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
 -      setmodel(self, "models/onslaught/generator.md3");
 -      setsize(self, '-52 -52 -14', '52 52 75');
 -      setorigin(self, self.origin);
 -      self.takedamage = DAMAGE_AIM;
 -      self.bot_attack = TRUE;
 -      self.event_damage = onslaught_generator_damage;
 -      self.iscaptured = TRUE;
 -      self.islinked = TRUE;
 +      self.goalentity = world;
 +      self.team = 0;
 +      self.colormap = 1024;
 +      self.iscaptured = FALSE;
 +      self.islinked = FALSE;
        self.isshielded = TRUE;
 -      // helper entity that create fx when generator is damaged
 -      onslaught_generator_damage_spawn(self);
 -      // spawn shield model which indicates whether this can be damaged
 -      self.enemy = spawn();
 -      setattachment(self.enemy , self, "");
 -      self.enemy.classname = "onslaught_generator_shield";
 -      self.enemy.solid = SOLID_NOT;
 -      self.enemy.movetype = MOVETYPE_NONE;
 -      self.enemy.effects = EF_ADDITIVE;
 -      setmodel(self.enemy, "models/onslaught/generator_shield.md3");
 -      //setorigin(e, self.origin);
 -      self.enemy.colormap = self.colormap;
 -      self.enemy.team = self.team;
 -      //self.think = onslaught_generator_delayed;
 -      //self.nextthink = time + 0.2;
 -      InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
 -
 -      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);
 -      WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
 -      WaypointSprite_UpdateHealth(self.sprite, self.health);
 +      self.think = ons_ControlPoint_Think;
 +      self.ons_toucher = world;
-       self.nextthink = time + CP_THINKRATE;
++      self.nextthink = time + ONS_CP_THINKRATE;
 +      setmodel_fixsize(self, "models/onslaught/controlpoint_pad.md3");
  
 -      waypoint_spawnforitem(self);
 +      WaypointSprite_UpdateMaxHealth(self.sprite, 0);
 +      WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
  
        onslaught_updatelinks();
  
 -      self.reset = onslaught_generator_reset;
 +      activator = self;
 +      SUB_UseTargets(); // to reset the structures, playerspawns etc.
 +
 +      CSQCMODEL_AUTOUPDATE();
  }
  
 -.float waslinked;
 -.float cp_bob_spd;
 -.vector cp_origin, cp_bob_origin, cp_bob_dmg;
 +void ons_DelayedControlPoint_Setup(void)
 +{
 +      onslaught_updatelinks();
 +      
 +      // captureshield setup
 +      ons_CaptureShield_Spawn(self, FALSE);
  
 -float ons_notification_time_team1;
 -float ons_notification_time_team2;
 +      CSQCMODEL_AUTOINIT();
 +}
  
 -void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 +void ons_ControlPoint_Setup(entity cp)
  {
 -      entity oself;
 -      float nag;
 +      // declarations
 +      self = 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 + CP_THINKRATE;
++      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"; }
  
 -      if (damage <= 0)
 -              return;
 -      if (self.owner.isshielded)
 +      // precache - TODO: clean up!
 +      precache_model("models/onslaught/controlpoint_pad.md3");
 +      precache_model("models/onslaught/controlpoint_pad2.md3");
 +      precache_model("models/onslaught/controlpoint_shield.md3");
 +      precache_model("models/onslaught/controlpoint_icon.md3");
 +      precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
 +      precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
 +      precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
 +      precache_model("models/onslaught/controlpoint_icon_gib1.md3");
 +      precache_model("models/onslaught/controlpoint_icon_gib2.md3");
 +      precache_model("models/onslaught/controlpoint_icon_gib4.md3");
 +      precache_sound("onslaught/controlpoint_build.wav");
 +      precache_sound("onslaught/controlpoint_built.wav");
 +      precache_sound("weapons/grenade_impact.wav");
 +      precache_sound("onslaught/damageblockedbyshield.wav");
 +      precache_sound("onslaught/controlpoint_underattack.wav");
 +      precache_sound("onslaught/ons_spark1.wav");
 +      precache_sound("onslaught/ons_spark2.wav");
 +      
 +      // appearence
 +      setmodel_fixsize(cp, "models/onslaught/controlpoint_pad.md3");
 +      
 +      // control point placement
 +      if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
        {
 -              // this is protected by a shield, so ignore the damage
 -              if (time > self.pain_finished)
 -                      if (IS_PLAYER(attacker))
 -                      {
 -                              play2(attacker, "onslaught/damageblockedbyshield.wav");
 -                              self.pain_finished = time + 1;
 -                      }
 -              return;
 +              cp.noalign = TRUE;
 +              cp.movetype = MOVETYPE_NONE;
        }
 -
 -      if (IS_PLAYER(attacker))
 +      else // drop to floor, automatically find a platform and set that as spawn origin
        {
 -              nag = FALSE;
 -              if(self.team == NUM_TEAM_1)
 -              {
 -                      if(time - ons_notification_time_team1 > 10)
 -                      {
 -                              nag = TRUE;
 -                              ons_notification_time_team1 = time;
 -                      }
 -              }
 -              else if(self.team == NUM_TEAM_2)
 +              setorigin(cp, cp.origin + '0 0 20');
 +              cp.noalign = FALSE;
 +              self = cp;
 +              droptofloor();
 +              cp.movetype = MOVETYPE_TOSS;
 +      }
 +      
 +      // waypointsprites
 +      WaypointSprite_SpawnFixed(string_null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE, '0 0 0');
 +      WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
 +      
 +      InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
 +}
 +
 +
 +// =========================
 +// Main Generator Functions
 +// =========================
 +
 +string ons_Generator_Waypoint(entity e)
 +{
 +      if(e.isshielded)
 +              return "ons-gen-shielded";
 +      return "ons-gen";
 +}
 +
 +void ons_Generator_UpdateSprite(entity e)
 +{
 +      string s1;
 +      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(time - ons_notification_time_team2 > 10)
 -                      {
 -                              nag = TRUE;
 -                              ons_notification_time_team2 = time;
 -                      }
 +                      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
 -                      nag = TRUE;
 -
 -              if(nag)
 -                      play2team(self.team, "onslaught/controlpoint_underattack.wav");
 +              {
 +                      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, float deathtype, vector hitloc, vector force)
 +{
 +      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, "onslaught/damageblockedbyshield.wav");
 +                                      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, "onslaught/generator_underattack.wav");
 +              }
 +      }
        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 / sys_frametime));
 -      self.pain_finished = time + 1;
 -      self.punchangle = (2 * randomvec() - '1 1 1') * 45;
 -      self.cp_bob_dmg_z = (2 * random() - 1) * 15;
 -      // colormod flash when shot
 -      self.colormod = '2 2 2';
 -      // particles on every hit
 -      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, ATTEN_NORM);
 +      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
 -              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, ATTEN_NORM);
 -              pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
 +              if (attacker == self)
 +                      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME_));
 +              else
                {
 -                      string t;
 -                      t = Team_ColoredFullName(attacker.team);
 -                      bprint(Team_ColoredFullName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
 -                      ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
 +                      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_));
 +                      PlayerScore_Add(attacker, SP_SCORE, 100);
                }
 -              self.owner.goalentity = world;
 -              self.owner.islinked = FALSE;
 -              self.owner.iscaptured = FALSE;
 -              self.owner.team = 0;
 -              self.owner.colormap = 1024;
 +              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.owner.sprite, 0);
 +              WaypointSprite_UpdateMaxHealth(self.sprite, 0);
 +              WaypointSprite_Ping(self.sprite);
 +              //WaypointSprite_Kill(self.sprite); // can't do this yet, code too poor
  
                onslaught_updatelinks();
 +      }
  
 -              // Use targets now (somebody make sure this is in the right place..)
 -              oself = self;
 -              self = self.owner;
 -              activator = self;
 -              SUB_UseTargets ();
 -              self = oself;
 -
 -
 -              self.owner.waslinked = self.owner.islinked;
 -              if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
 -                      setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
 -              //setsize(self, '-32 -32 0', '32 32 8');
 +      // 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, ATTEN_NORM);
 +      }
 +      else
 +      {
 +              // particles on every hit
 +              pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
  
 -              remove(self);
 +              //sound on every hit
 +              if (random() < 0.5)
 +                      sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
 +              else
 +                      sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
        }
 +
 +      self.SendFlags |= GSF_STATUS;
  }
  
 -void onslaught_controlpoint_icon_think()
 +void ons_GeneratorThink()
  {
 -      entity oself;
 -      self.nextthink = time + sys_frametime;
 -
 -      if(autocvar_g_onslaught_cp_proxydecap)
 +      entity e;
 +      self.nextthink = time + GEN_THINKRATE;
 +      if (!gameover)
        {
 -        float _enemy_count = 0;
 -        float _friendly_count = 0;
 -        float _dist;
 -        entity _player;
 -
 -        FOR_EACH_PLAYER(_player)
 +        if(!self.isshielded && self.wait < time)
          {
 -            if(!_player.deadflag)
 +            self.wait = time + 5;
 +            FOR_EACH_REALPLAYER(e)
              {
 -                _dist = vlen(_player.origin - self.origin);
 -                if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
 -                {
 -                    if(_player.team == self.team)
 -                        ++_friendly_count;
 -                    else
 -                        ++_enemy_count;
 +                              if(SAME_TEAM(e, self))
 +                              {
 +                                      Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
 +                    soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", 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()
 +{
 +      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;
  
 -        _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
 -        _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
 +      WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
 +      WaypointSprite_UpdateHealth(self.sprite, self.health);
 +      WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
 +      
 +      onslaught_updatelinks();
 +}
  
 -        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;
 -        }
 -    }
 +void ons_DelayedGeneratorSetup()
 +{
 +      // bot waypoints
 +      waypoint_spawnforitem_force(self, self.origin);
 +      self.nearestwaypointtimeout = 0; // activate waypointing again
 +      self.bot_basewaypoint = self.nearestwaypoint;
  
 -      if (time > self.pain_finished + 5)
 +      // captureshield setup
 +      ons_CaptureShield_Spawn(self, TRUE);
 +      
 +      onslaught_updatelinks();
 +      
 +      Net_LinkEntity(self, FALSE, 0, generator_send);
 +}
 +
 +
 +void onslaught_generator_touch()
 +{
 +      if ( IS_PLAYER(other) )
 +      if ( SAME_TEAM(self,other) )
 +      if ( self.iscaptured )
        {
 -              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);
 -              }
 +              Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
        }
 -      if (self.health < self.max_health * 0.25)
 -              setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
 -      else if (self.health < self.max_health * 0.50)
 -              setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
 -      else if (self.health < self.max_health * 0.75)
 -              setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
 -      else if (self.health < self.max_health * 0.90)
 -              setmodel(self, "models/onslaught/controlpoint_icon.md3");
 -      // colormod flash when shot
 -      self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
 +}
  
 -      if(self.owner.islinked != self.owner.waslinked)
 -      {
 -              // unteam the spawnpoint if needed
 -              float t;
 -              t = self.owner.team;
 -              if(!self.owner.islinked)
 -                      self.owner.team = 0;
 +void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
 +{
 +      // declarations
 +      float teamnumber = gen.team;
 +      self = 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;
 +      
 +      // precache - TODO: clean up!
 +      precache_model("models/onslaught/generator_shield.md3");
 +      precache_model("models/onslaught/gen_gib1.md3");
 +      precache_model("models/onslaught/gen_gib2.md3");
 +      precache_model("models/onslaught/gen_gib3.md3");
 +      precache_sound("onslaught/generator_decay.wav");
 +      precache_sound("weapons/grenade_impact.wav");
 +      precache_sound("weapons/rocket_impact.wav");
 +      precache_sound("onslaught/generator_underattack.wav");
 +      precache_sound("onslaught/shockwave.wav");
 +      precache_sound("onslaught/ons_hit1.wav");
 +      precache_sound("onslaught/ons_hit2.wav");
 +      precache_sound("onslaught/generator_underattack.wav");
 +      
 +      // 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
 +      self = gen;
 +      droptofloor();
 +      
 +      // waypointsprites
 +      WaypointSprite_SpawnFixed(string_null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE, '0 0 0');
 +      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);
 +}
  
 -              oself = self;
 -              self = self.owner;
 -              activator = self;
 -              SUB_UseTargets ();
 -              self = oself;
  
 -              self.owner.team = t;
 +// ===============
 +//  Round Handler
 +// ===============
  
 -              self.owner.waslinked = self.owner.islinked;
 +float total_generators, redowned, blueowned, yellowowned, pinkowned;
 +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);
        }
 +}
  
 -      if (self.punchangle_x > 0)
 +float Onslaught_GetWinnerTeam()
 +{
 +      float winner_team = 0;
 +      if(redowned > 0)
 +              winner_team = NUM_TEAM_1;
 +      if(blueowned > 0)
        {
 -              self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
 -              if (self.punchangle_x < 0)
 -                      self.punchangle_x = 0;
 +              if(winner_team) return 0;
 +              winner_team = NUM_TEAM_2;
        }
 -      else if (self.punchangle_x < 0)
 +      if(yellowowned > 0)
        {
 -              self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
 -              if (self.punchangle_x > 0)
 -                      self.punchangle_x = 0;
 +              if(winner_team) return 0;
 +              winner_team = NUM_TEAM_3;
        }
 -
 -      if (self.punchangle_y > 0)
 +      if(pinkowned > 0)
        {
 -              self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
 -              if (self.punchangle_y < 0)
 -                      self.punchangle_y = 0;
 +              if(winner_team) return 0;
 +              winner_team = NUM_TEAM_4;
        }
 -      else if (self.punchangle_y < 0)
 +      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)
 +float Onslaught_CheckWinner()
 +{
 +      entity e;
 +      
 +      if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
        {
 -              self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
 -              if (self.punchangle_y > 0)
 -                      self.punchangle_y = 0;
 +              ons_stalemate = TRUE;
 +
 +              if (!wpforenemy_announced)
 +              {
 +                      Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
 +                      sound(world, CH_INFO, "onslaught/generator_decay.wav", 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, 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;
 +
 +      float winner_team = Onslaught_GetWinnerTeam();
  
 -      if (self.punchangle_z > 0)
 +      if(winner_team > 0)
        {
 -              self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
 -              if (self.punchangle_z < 0)
 -                      self.punchangle_z = 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 (self.punchangle_z < 0)
 +      else if(winner_team == -1)
        {
 -              self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
 -              if (self.punchangle_z > 0)
 -                      self.punchangle_z = 0;
 +              Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
 +              Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
        }
 +      
 +      ons_stalemate = FALSE;
  
 -      self.angles_x = self.punchangle_x;
 -      self.angles_y = self.punchangle_y + self.mangle_y;
 -      self.angles_z = self.punchangle_z;
 -      self.mangle_y = self.mangle_y + 45 * sys_frametime;
 +      play2all(sprintf("ctf/%s_capture.wav", Static_Team_ColorName_Lower(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;
 -      self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
 -      self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
 -      if(self.cp_bob_dmg_z > 0)
 -              self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
 -      else
 -              self.cp_bob_dmg_z = 0;
 -      setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
++              nades_Clear(e);
 +      }
-       
 -      // damaged fx
 -      if(random() < 0.6 - self.health / self.max_health)
 +      return 1;
 +}
 +
 +float 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)
 +{
 +      entity head;
 +      float t, i, c, 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)
        {
 -              pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
 +              // Find weapon
 +              if(self.weapons & WepSet_FromWeapon(i))
 +              if(++c>=4)
 +                      break;
 +      }
  
 -              if(random() > 0.8)
 -                      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, ATTEN_NORM);
 +      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 onslaught_controlpoint_icon_buildthink()
 +void havocbot_role_ons_setrole(entity bot, float role)
  {
 -      entity oself;
 -      float a;
 +      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");
 +}
  
 -      self.nextthink = time + sys_frametime;
 +float havocbot_ons_teamcount(entity bot, float role)
 +{
 +      float c = 0;
 +      entity head;
  
 -      // only do this if there is power
 -      a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
 -      if(!a)
 -              return;
 +      FOR_EACH_PLAYER(head)
 +      if(SAME_TEAM(head, self))
 +      if(head.havocbot_role_flags & role)
 +              ++c;
  
 -      self.health = self.health + self.count;
 +      return c;
 +}
  
 -      if (self.health >= self.max_health)
 +void havocbot_goalrating_ons_controlpoints_attack(float ratingscale)
 +{
 +      entity cp, cp1, cp2, best, pl, wp;
 +      float radius, found, bestvalue, c;
 +
 +      // Filter control points
 +      for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
        {
 -              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, ATTEN_NORM);
 -              bprint(Team_ColoredFullName(self.team), " captured ", self.owner.message, " control point\n");
 -              self.owner.iscaptured = TRUE;
 +              cp2.wpcost = c = 0;
 +              cp2.wpconsidered = FALSE;
  
 -              WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
 -              WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
 +              if(cp2.isshielded)
 +                      continue;
  
 -              onslaught_updatelinks();
 +              // Ignore owned controlpoints
 +              if(!(cp2.isgenneighbor[self.team] || cp2.iscpneighbor[self.team]))
 +                      continue;
  
 -              // Use targets now (somebody make sure this is in the right place..)
 -              oself = self;
 -              self = self.owner;
 -              activator = self;
 -              SUB_UseTargets ();
 -              self = oself;
 -              self.cp_origin = self.origin;
 -              self.cp_bob_origin = '0 0 0.1';
 -              self.cp_bob_spd = 0;
 +              // 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;
        }
 -      self.alpha = self.health / self.max_health;
 -      // colormod flash when shot
 -      self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
 -      if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
 -              setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
 -      //setsize(self, '-32 -32 0', '32 32 8');
  
 -      if(random() < 0.9 - self.health / self.max_health)
 -              pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
 +      // 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);
 +      }
  }
  
 +float havocbot_goalrating_ons_generator_attack(float ratingscale)
 +{
 +      entity g, wp, bestwp;
 +      float found, 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 onslaught_controlpoint_touch()
 +void havocbot_role_ons_offense()
  {
 -      entity e;
 -      float a;
 -      if (!IS_PLAYER(other))
 +      if(self.deadflag != DEAD_NO)
 +      {
 +              self.havocbot_attack_time = 0;
 +              havocbot_ons_reset_role(self);
                return;
 -      a = onslaught_controlpoint_attackable(self, other.team);
 -      if(a != 2 && a != 4)
 +      }
 +
 +      // 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;
 -      // 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)
 -      self.goalentity = e = spawn();
 -      e.classname = "onslaught_controlpoint_icon";
 -      e.owner = self;
 -      e.max_health = autocvar_g_onslaught_cp_health;
 -      e.health = autocvar_g_onslaught_cp_buildhealth;
 -      e.solid = SOLID_BBOX;
 -      e.movetype = MOVETYPE_NONE;
 -      setmodel(e, "models/onslaught/controlpoint_icon.md3");
 -      setsize(e, '-32 -32 -32', '32 32 32');
 -      setorigin(e, self.origin + '0 0 96');
 -      e.takedamage = DAMAGE_AIM;
 -      e.bot_attack = TRUE;
 -      e.event_damage = onslaught_controlpoint_icon_damage;
 -      e.team = other.team;
 -      e.colormap = 1024 + (e.team - 1) * 17;
 -      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, 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();
 +      }
 +
 +      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 onslaught_controlpoint_think()
 +void havocbot_role_ons_assistant()
  {
 -      self.nextthink = time;
 -      CSQCMODEL_AUTOUPDATE();
 +      havocbot_ons_reset_role(self);
  }
  
 -void onslaught_controlpoint_reset()
 +void havocbot_role_ons_defense()
  {
 -      if(self.goalentity && self.goalentity != world)
 -              remove(self.goalentity);
 -      self.goalentity = world;
 -      self.team = 0;
 -      self.colormap = 1024;
 -      self.iscaptured = FALSE;
 -      self.islinked = FALSE;
 -      self.isshielded = TRUE;
 -      self.enemy.solid = SOLID_NOT;
 -      self.enemy.colormap = self.colormap;
 -      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');
 -
 -      WaypointSprite_UpdateMaxHealth(self.sprite, 0);
 +      havocbot_ons_reset_role(self);
 +}
  
 -      onslaught_updatelinks();
 +void havocbot_ons_reset_role(entity bot)
 +{
 +      entity head;
 +      float c;
  
 -      activator = self;
 -      SUB_UseTargets(); // to reset the structures, playerspawns etc.
 -      
 -      CSQCMODEL_AUTOUPDATE();
 -}
 +      if(self.deadflag != DEAD_NO)
 +              return;
  
 -/*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
 +      bot.havocbot_ons_target = world;
  
 -  This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
 +      // TODO: Defend control points or generator if necessary
  
 -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)
 - */
 +      // if there is only me on the team switch to offense
 +      c = 0;
 +      FOR_EACH_PLAYER(head)
 +      if(SAME_TEAM(head, self))
 +              ++c;
  
 -void spawnfunc_onslaught_controlpoint()
 -{
 -      //entity e;
 -      if (!g_onslaught)
 +      if(c==1)
        {
 -              remove(self);
 +              havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
                return;
        }
 -      precache_model("models/onslaught/controlpoint_pad.md3");
 -      precache_model("models/onslaught/controlpoint_pad2.md3");
 -      precache_model("models/onslaught/controlpoint_shield.md3");
 -      precache_model("models/onslaught/controlpoint_icon.md3");
 -      precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
 -      precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
 -      precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
 -      precache_model("models/onslaught/controlpoint_icon_gib1.md3");
 -      precache_model("models/onslaught/controlpoint_icon_gib2.md3");
 -      precache_model("models/onslaught/controlpoint_icon_gib4.md3");
 -      precache_sound("onslaught/controlpoint_build.wav");
 -      precache_sound("onslaught/controlpoint_built.wav");
 -      precache_sound("weapons/grenade_impact.wav");
 -      precache_sound("onslaught/damageblockedbyshield.wav");
 -      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)
 -      {
 -              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;
 +      havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
 +}
  
 -      // spawn shield model which indicates whether this can be damaged
 -      self.enemy = spawn();
 -      self.enemy.classname = "onslaught_controlpoint_shield";
 -      self.enemy.solid = SOLID_NOT;
 -      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');
 +/*
 + * 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)
 +{
 +      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;
 +}
  
 -      //setorigin(e, self.origin);
 -      self.enemy.colormap = self.colormap;
 +/*
 + * 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)
 +{
 +      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
 + */
 +float ons_Count_SelfControlPoints()
 +{
 +      entity tmp_entity;
 +      tmp_entity = findchain(classname, "onslaught_controlpoint");
 +      float 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;
 +}
  
 -      waypoint_spawnforitem(self);
 +/**
 + * Teleport player to a random position near tele_target
 + * if tele_effects is true, teleport sound+particles are created
 + * return FALSE on failure
 + */
 +float ons_Teleport(entity player, entity tele_target, float range, float tele_effects)
 +{
 +      if ( !tele_target )
 +              return FALSE;
        
 -      self.think = onslaught_controlpoint_think;
 -      self.nextthink = time;
 +      float i;
 +      vector loc;
 +      float theta;
 +      for(i = 0; i < 16; ++i)
 +      {
 +              theta = random() * 2 * M_PI;
 +              loc_y = sin(theta);
 +              loc_x = cos(theta);
 +              loc_z = 0;
 +              loc *= random() * range;
 +              
 +              loc += tele_target.origin + '0 0 128';
 +              
 +              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 )
 +                              {
 +                                      pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
 +                                      sound (player, CH_TRIGGER, "misc/teleport.wav", 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 )
 +                                      pointparticles(particleeffectnum("teleport"), player.origin + v_forward * 32, '0 0 0', 1);
 +                              return TRUE;
 +                      }
 +              }
 +      }
 +      
 +      return FALSE;
 +}
  
 -      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);
 +// ==============
 +// Hook Functions
 +// ==============
  
 -      onslaught_updatelinks();
 +MUTATOR_HOOKFUNCTION(ons_ResetMap)
 +{
 +      FOR_EACH_PLAYER(self)
 +      {
 +              self.ons_roundlost = FALSE;
 +              self.ons_deathloc = '0 0 0';
 +              PutClientInServer();
 +      }
 +      return FALSE;
 +}
  
 -      self.reset = onslaught_controlpoint_reset;
 -      
 -      CSQCMODEL_AUTOINIT();
 +MUTATOR_HOOKFUNCTION(ons_RemovePlayer)
 +{
 +      self.ons_deathloc = '0 0 0';
 +      return FALSE;
  }
  
 -float onslaught_link_send(entity to, float sendflags)
 +MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
  {
 -      WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
 -      WriteByte(MSG_ENTITY, sendflags);
 -      if(sendflags & 1)
 +      if(!round_handler_IsRoundStarted())
        {
 -              WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
 -              WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
 -              WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
 +              self.player_blocked = TRUE;
 +              return FALSE;
        }
 -      if(sendflags & 2)
 +      
 +      entity l;
 +      for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
        {
 -              WriteCoord(MSG_ENTITY, self.enemy.origin_x);
 -              WriteCoord(MSG_ENTITY, self.enemy.origin_y);
 -              WriteCoord(MSG_ENTITY, self.enemy.origin_z);
 +              l.sprite.SendFlags |= 16;
        }
 -      if(sendflags & 4)
 +      for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
        {
 -              WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
 +              l.sprite.SendFlags |= 16;
        }
 -      return TRUE;
 -}
  
 -void onslaught_link_checkupdate()
 -{
 -      // TODO check if the two sides have moved (currently they won't move anyway)
 -      float redpower, bluepower;
 +      if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
  
 -      redpower = bluepower = 0;
 -      if(self.goalentity.islinked)
 +      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) )
        {
 -              if(self.goalentity.team == NUM_TEAM_1)
 -                      redpower = 1;
 -              else if(self.goalentity.team == NUM_TEAM_2)
 -                      bluepower = 1;
 +              self.ons_spawn_by = world;
 +              return FALSE;
        }
 -      if(self.enemy.islinked)
 +      
 +      if(autocvar_g_onslaught_spawn_at_controlpoints)
 +      if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
        {
 -              if(self.enemy.team == NUM_TEAM_1)
 -                      redpower = 2;
 -              else if(self.enemy.team == NUM_TEAM_2)
 -                      bluepower = 2;
 -      }
 +              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; }
  
 -      float cc;
 -      if(redpower == 1 && bluepower == 2)
 -              cc = (NUM_TEAM_1 - 1) * 0x01 + (NUM_TEAM_2 - 1) * 0x10;
 -      else if(redpower == 2 && bluepower == 1)
 -              cc = (NUM_TEAM_1 - 1) * 0x10 + (NUM_TEAM_2 - 1) * 0x01;
 -      else if(redpower)
 -              cc = (NUM_TEAM_1 - 1) * 0x11;
 -      else if(bluepower)
 -              cc = (NUM_TEAM_2 - 1) * 0x11;
 -      else
 -              cc = 0;
 -
 -      //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
 -      //print("cc=", ftos(cc), "\n");
 +              if(random_target) { RandomSelection_Init(); }
  
 -      if(cc != self.clientcolors)
 -      {
 -              self.clientcolors = cc;
 -              self.SendFlags |= 4;
 +              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;
 +                      for(i = 0; i < 10; ++i)
 +                      {
 +                              loc = closest_target.origin + '0 0 96';
 +                              loc += ('0 1 0' * random()) * 128;
 +                              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;
 +                      for(i = 0; i < 10; ++i)
 +                      {
 +                              loc = closest_target.origin + '0 0 128';
 +                              loc += ('0 1 0' * random()) * 256;
 +                              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;
 +                                      }
 +                              }
 +                      }
 +              }
        }
  
 -      self.nextthink = time;
 +    return FALSE;
  }
  
 -void onslaught_link_delayed()
 +MUTATOR_HOOKFUNCTION(ons_PlayerDies)
  {
 -      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");
 -      dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
 -      self.SendFlags |= 3;
 -      self.think = onslaught_link_checkupdate;
 -      self.nextthink = time;
 +      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;
  }
  
 -/*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
 -  Link between control points.
 +MUTATOR_HOOKFUNCTION(ons_MonsterThink)
 +{
 +      entity e = find(world, targetname, self.target);
 +      if (e != world)
 +              self.team = e.team;
  
 -  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.
 +      return FALSE;
 +}
  
 -keys:
 -"target" - first control point.
 -"target2" - second control point.
 - */
 -void spawnfunc_onslaught_link()
 +void ons_MonsterSpawn_Delayed()
  {
 -      if (!g_onslaught)
 +      entity e, own = self.owner;
 +      
 +      if(!own) { remove(self); return; }
 +      
 +      if(own.targetname)
        {
 -              remove(self);
 -              return;
 +              e = find(world, target, own.targetname);
 +              if(e != world)
 +              {
 +                      own.team = e.team;
 +                      
 +                      activator = e;
 +                      own.use();
 +              }
        }
 -      if (self.target == "" || self.target2 == "")
 -              objerror("target and target2 must be set\n");
 -      InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
 -      Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
 +      
 +      remove(self);
  }
  
 -MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
 +MUTATOR_HOOKFUNCTION(ons_MonsterSpawn)
  {
 -      ret_string = strcat(ret_string, ":ONS");
 -      return 0;
 -}
 +      entity e = spawn();
 +      e.owner = self;
 +      InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
  
 -MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
 -{
 -      ret_string = strcat(ret_string, ", Onslaught");
 -      return 0;
 +      return FALSE;
  }
  
 -MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
 +void ons_TurretSpawn_Delayed()
  {
 +      entity e, own = self.owner;
  
 -    /*
 -    float _neer_home = (random() > 0.5 ? TRUE : FALSE);
 +      if(!own) { remove(self); return; }
  
 -      RandomSelection_Init();
 +      if(own.targetname)
 +      {
 +              e = find(world, target, own.targetname);
 +              if(e != world)
 +              {
 +                      own.team = e.team;
 +                      own.active = ACTIVE_NOT;
 +                      
 +                      activator = e;
 +                      own.use();
 +              }
 +      }
  
 -      if(self.team == NUM_TEAM_1)
 -        RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);
 +      remove(self);
 +}
  
 -      if(self.team == NUM_TEAM_2)
 -        RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);
 +MUTATOR_HOOKFUNCTION(ons_TurretSpawn)
 +{
 +      entity e = spawn();
 +      e.owner = self;
 +      InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
  
 -      entity _cp = findchain(classname, "onslaught_controlpoint"):
 -      while _cp;
 -      {
 -          if(_cp.team == self.team)
 -            RandomSelection_Add(_cp, 0, string_null, 1, 1);
 +      return FALSE;
 +}
  
 -              _cp = _cp.chain;
 -      }
 +MUTATOR_HOOKFUNCTION(ons_BotRoles)
 +{
 +      havocbot_ons_reset_role(self);
 +      return TRUE;
 +}
  
 -      if(RandomSelection_chosen_ent)
 +MUTATOR_HOOKFUNCTION(ons_GetTeamCount)
 +{
 +      // onslaught is special
 +      entity tmp_entity;
 +      for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
        {
 -              self.tur_head = RandomSelection_chosen_ent;
 -              spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
 +              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;
 +              }
        }
 -      else if(self.team == spawn_spot.team)
 -              spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
  
 -    */
 +      return TRUE;
 +}
 +
 +MUTATOR_HOOKFUNCTION(ons_SpectateCopy)
 +{
 +      self.ons_roundlost = other.ons_roundlost; // make spectators see it too
 +      return FALSE;
 +}
  
-                       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
 +MUTATOR_HOOKFUNCTION(ons_SV_ParseClientCommand)
 +{
 +      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 ( source_point == closest_target )
++                      if ( !self.frozen )
 +                      {
-                                       sprint(self, "\nTeleporting to the same point\n");
++                              entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
++                              
++                              if ( !source_point && self.health > 0 )
 +                              {
-                               if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,TRUE) )
-                                       sprint(self, "\nUnable to teleport there\n");
++                                      sprint(self, "\nYou need to be next to a control point\n");
 +                                      return 1;
 +                              }
-                       //sprint(self, "\nNo teleportation for you\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;
  }
  
index d78dfe5,0000000..cb4aeb4
mode 100644,000000..100644
--- /dev/null
@@@ -1,94 -1,0 +1,94 @@@
- #define CP_THINKRATE 0.2
 +// these are needed since mutators are compiled last
 +
 +#ifdef SVQC
 +
 +.entity ons_toucher; // player who touched the control point
 +
 +// control point / generator constants
++#define ONS_CP_THINKRATE 0.2
 +#define GEN_THINKRATE 1
 +#define CPGEN_SPAWN_OFFSET ('0 0 1' * (PL_MAX_z - 13))
 +#define CPGEN_WAYPOINT_OFFSET ('0 0 128')
 +#define 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;
 +.float iscaptured;
 +.float islinked;
 +.float isshielded;
 +.float lasthealth;
 +.float lastteam;
 +.float lastshielded;
 +.float lastcaptured;
 +
 +.float waslinked;
 +
 +float ons_stalemate;
 +
 +.float teleport_antispam;
 +
 +.float ons_roundlost;
 +
 +// waypoint sprites
 +.entity bot_basewaypoint; // generator waypointsprite
 +float wpforenemy_announced;
 +
 +.float isgenneighbor[17];
 +.float 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);
 +float ons_ControlPoint_Attackable(entity cp, float 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
 +#define HAVOCBOT_ONS_ROLE_NONE                0
 +#define HAVOCBOT_ONS_ROLE_DEFENSE     2
 +#define HAVOCBOT_ONS_ROLE_ASSISTANT   4
 +#define HAVOCBOT_ONS_ROLE_OFFENSE     8
 +
 +.entity havocbot_ons_target;
 +
 +.float 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
 +#define ST_ONS_CAPS 1
 +#define SP_ONS_CAPS 4
 +#define SP_ONS_TAKES 6
 +
 +#endif
index 0000000,c869ab6..ef2809a
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,18 +1,19 @@@
+ #include "base.qh"
+ #include "mutators.qh"
+ #include "gamemode_assault.qh"
+ #include "gamemode_ca.qh"
+ #include "gamemode_ctf.qh"
+ #include "gamemode_domination.qh"
+ #include "gamemode_keyhunt.qh"
+ #include "gamemode_keepaway.qh"
+ #include "gamemode_nexball.qh"
+ #include "gamemode_lms.qh"
+ #include "gamemode_invasion.qh"
+ #include "gamemode_race.qh"
+ #include "gamemode_cts.qh"
++#include "gamemode_onslaught.qh"
+ #include "mutator_dodging.qh"
+ #include "mutator_overkill.qh"
+ #include "mutator_nades.qh"
+ #include "mutator_buffs.qh"
Simple merge
Simple merge