#include "gamemode_assault.qh"
+#include <lib/float.qh>
+
.entity sprite;
#define AS_ROUND_DELAY 5
+IntrusiveList g_assault_destructibles;
+IntrusiveList g_assault_objectivedecreasers;
+IntrusiveList g_assault_objectives;
+STATIC_INIT(g_assault)
+{
+ g_assault_destructibles = IL_NEW();
+ g_assault_objectivedecreasers = IL_NEW();
+ g_assault_objectives = IL_NEW();
+}
+
// random functions
void assault_objective_use(entity this, entity actor, entity trigger)
{
{
if(this.enemy.health - this.dmg > 0.5)
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
+ GameRules_scoring_add_team(actor, SCORE, this.dmg);
this.enemy.health = this.enemy.health - this.dmg;
}
else
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
- PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
+ GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
+ GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
this.enemy.health = -1;
if(this.enemy.message)
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
+ FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
SUB_UseTargets(this.enemy, this, trigger);
}
it.sprite = NULL; // TODO: just unsetting it?!
}
- spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
+ spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
spr.assault_decreaser = this;
spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
spr.classname = "sprite_waypoint";
else
assault_attacker_team = NUM_TEAM_1;
- FOREACH_ENTITY_FLOAT(pure_data, false,
+ IL_EACH(g_saved_team, !IS_CLIENT(it),
{
- if(IS_CLIENT(it))
- continue;
-
- if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
- else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
+ if(it.team_saved == NUM_TEAM_1)
+ it.team_saved = NUM_TEAM_2;
+ else if(it.team_saved == NUM_TEAM_2)
+ it.team_saved = NUM_TEAM_1;
});
// reset the level with a countdown
.entity ent_winning;
void as_round_think()
{
- gameover = false;
+ game_stopped = false;
assault_new_round(as_round.ent_winning);
delete(as_round);
as_round = NULL;
as_round.think = as_round_think;
as_round.ent_winning = ent;
as_round.nextthink = time + AS_ROUND_DELAY;
- gameover = true;
+ game_stopped = true;
// make sure timelimit isn't hit while the game is blocked
if(autocvar_timelimit > 0)
this.havocbot_attack_time = 0;
- if(checkpvs(this.view_ofs,it))
- if(checkpvs(this.view_ofs,best))
+ if(checkpvs(this.origin + this.view_ofs, it))
+ if(checkpvs(this.origin + this.view_ofs, best))
{
// dprint("increasing attack time for this target\n");
this.havocbot_attack_time = time + 2;
if(this.havocbot_attack_time>time)
return;
- if (this.bot_strategytime < time)
+ if (navigation_goalrating_timeout(this))
{
navigation_goalrating_start(this);
havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
havocbot_goalrating_items(this, 15000, this.origin, 10000);
navigation_goalrating_end(this);
- this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ navigation_goalrating_timeout_set(this);
}
}
if(this.havocbot_attack_time>time)
return;
- if (this.bot_strategytime < time)
+ if (navigation_goalrating_timeout(this))
{
navigation_goalrating_start(this);
havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
havocbot_goalrating_items(this, 15000, this.origin, 10000);
navigation_goalrating_end(this);
- this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ navigation_goalrating_timeout_set(this);
}
}
{
entity turret = M_ARGV(0, entity);
- if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
+ if(!turret.team || turret.team == FLOAT_MAX)
turret.team = 5; // this gets reversed when match starts?
}
return (frag_victim.classname == "func_assault_destructible");
}
-MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
+MUTATOR_HOOKFUNCTION(as, TeamBalance_CheckAllowedTeams)
{
// assault always has 2 teams
- c1 = c2 = 0;
+ M_ARGV(0, float) = BIT(0) | BIT(1);
return true;
}
MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
{
- // no assault warmups
+ // incompatible
warmup_stage = 0;
+ sv_ready_restart_after_countdown = 0;
}
MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
}
}
-// scoreboard setup
-void assault_ScoreRules()
+MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
{
- int teams = 0;
- teams |= BIT(0);
- teams |= BIT(1); // always red vs blue
-
- ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
- ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
- ScoreRules_basics_end();
+ // readyrestart not supported (yet)
+ return true;
}