#include "gamemode_assault.qh"
.entity sprite;
+#define AS_ROUND_DELAY 5
// random functions
void assault_objective_use(entity this, entity actor, entity trigger)
{
//bprint("ASSAULT: new round\n");
- // Eject players from vehicles
- FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
-
- IL_EACH(g_vehicles, true,
- {
- vehicles_clearreturn(it);
- vehicles_spawn(it);
- });
-
// up round counter
this.winning = this.winning + 1;
});
// reset the level with a countdown
- cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+ cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
ReadyRestart_force(); // sets game_starttime
}
+entity as_round;
+.entity ent_winning;
+void as_round_think()
+{
+ gameover = false;
+ assault_new_round(as_round.ent_winning);
+ delete(as_round);
+ as_round = NULL;
+}
+
// Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
// they win. Otherwise the defending team wins once the timelimit passes.
int WinningCondition_Assault()
{
+ if(as_round)
+ return WINNING_NO;
+
WinningConditionHelper(NULL); // set worldstatus
int status = WINNING_NO;
{
if(ent.winning) // round end has been triggered by attacking team
{
- bprint("ASSAULT: round completed...\n");
+ bprint("Assault: round completed.\n");
SetWinners(team, assault_attacker_team);
TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
}
else
{
- assault_new_round(ent);
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
+ as_round = new(as_round);
+ as_round.think = as_round_think;
+ as_round.ent_winning = ent;
+ as_round.nextthink = time + AS_ROUND_DELAY;
+ gameover = true;
+
+ // make sure timelimit isn't hit while the game is blocked
+ if(autocvar_timelimit > 0)
+ if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
+ cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
}
}
}
turret.team = 5; // this gets reversed when match starts?
}
- MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
+ MUTATOR_HOOKFUNCTION(as, VehicleInit)
{
entity veh = M_ARGV(0, entity);
- veh.nextthink = time + 0.5;
+ if(veh.active != ACTIVE_NOT)
+ veh.nextthink = time + 0.5;
+ return true;
}
MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)