-#include "../_all.qh"
#include "gamemode.qh"
#include "../controlpoint.qh"
#include "../generator.qh"
+void FixSize(entity e);
+
// =======================
// CaptureShield Functions
// =======================
vector mymid = (self.absmin + self.absmax) * 0.5;
vector othermid = (other.absmin + other.absmax) * 0.5;
- Damage(other, self, self, 0, DEATH_HURTTRIGGER, mymid, normalize(othermid - mymid) * ons_captureshield_force);
+ Damage(other, self, self, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
if(IS_REAL_CLIENT(other))
{
// Main Link Functions
// ===================
-bool ons_Link_Send(entity to, int sendflags)
-{SELFPARAM();
+bool ons_Link_Send(entity this, entity to, int sendflags)
+{
WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
WriteByte(MSG_ENTITY, sendflags);
if(sendflags & 1)
Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
}
+void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
+
void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
{
entity e = spawn();
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');
+ Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
tmp_entity.sprite.SendFlags |= 16;
"target" - first control point.
"target2" - second control point.
*/
-void spawnfunc_onslaught_link()
-{SELFPARAM();
+spawnfunc(onslaught_link)
+{
if(!g_onslaught) { remove(self); return; }
if (self.target == "" || self.target2 == "")
"message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
*/
-void spawnfunc_onslaught_controlpoint()
-{SELFPARAM();
+spawnfunc(onslaught_controlpoint)
+{
if(!g_onslaught) { remove(self); return; }
ons_ControlPoint_Setup(self);
"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()
-{SELFPARAM();
+spawnfunc(onslaught_generator)
+{
if(!g_onslaught) { remove(self); return; }
if(!self.team) { objerror("team must be set"); }