]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/gamemodes/gamemode/onslaught/sv_onslaught.qc
Bot AI: don't consider an item reachable just because it overlaps a teleport waypoint...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / onslaught / sv_onslaught.qc
1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
4
5 bool g_onslaught;
6
7 float autocvar_g_onslaught_teleport_wait;
8 bool autocvar_g_onslaught_spawn_at_controlpoints;
9 bool autocvar_g_onslaught_spawn_at_generator;
10 float autocvar_g_onslaught_cp_proxydecap;
11 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
12 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
13 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
14 float autocvar_g_onslaught_spawn_at_controlpoints_random;
15 float autocvar_g_onslaught_spawn_at_generator_chance;
16 float autocvar_g_onslaught_spawn_at_generator_random;
17 float autocvar_g_onslaught_cp_buildhealth;
18 float autocvar_g_onslaught_cp_buildtime;
19 float autocvar_g_onslaught_cp_health;
20 float autocvar_g_onslaught_cp_regen;
21 float autocvar_g_onslaught_gen_health;
22 float autocvar_g_onslaught_shield_force = 100;
23 float autocvar_g_onslaught_allow_vehicle_touch;
24 float autocvar_g_onslaught_round_timelimit;
25 float autocvar_g_onslaught_warmup;
26 float autocvar_g_onslaught_teleport_radius;
27 float autocvar_g_onslaught_spawn_choose;
28 float autocvar_g_onslaught_click_radius;
29
30 void FixSize(entity e);
31 entity cam;
32
33 // =======================
34 // CaptureShield Functions
35 // =======================
36
37 bool clientcamera_send(entity this, entity to, int sf)
38 {
39         WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
40
41         WriteVector(MSG_ENTITY, this.origin);
42
43         WriteAngle(MSG_ENTITY, this.angles_x);
44         WriteAngle(MSG_ENTITY, this.angles_y);
45         WriteAngle(MSG_ENTITY, this.angles_z);
46
47         return true;
48 }
49
50 bool ons_CaptureShield_Customize(entity this, entity client)
51 {
52         entity e = WaypointSprite_getviewentity(client);
53
54         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
55         if(SAME_TEAM(this, e)) { return false; }
56
57         return true;
58 }
59
60 void ons_CaptureShield_Touch(entity this, entity toucher)
61 {
62         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
63         if(!IS_PLAYER(toucher)) { return; }
64         if(SAME_TEAM(toucher, this)) { return; }
65
66         vector mymid = (this.absmin + this.absmax) * 0.5;
67         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
68
69         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
70
71         if(IS_REAL_CLIENT(toucher))
72         {
73                 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
74
75                 if(this.enemy.classname == "onslaught_generator")
76                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
77                 else
78                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
79         }
80 }
81
82 void ons_CaptureShield_Reset(entity this)
83 {
84         this.colormap = this.enemy.colormap;
85         this.team = this.enemy.team;
86 }
87
88 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
89 {
90         entity shield = new(ons_captureshield);
91         IL_PUSH(g_onsshields, shield);
92
93         shield.enemy = generator;
94         shield.team = generator.team;
95         shield.colormap = generator.colormap;
96         shield.reset = ons_CaptureShield_Reset;
97         settouch(shield, ons_CaptureShield_Touch);
98         setcefc(shield, ons_CaptureShield_Customize);
99         shield.effects = EF_ADDITIVE;
100         set_movetype(shield, MOVETYPE_NOCLIP);
101         shield.solid = SOLID_TRIGGER;
102         shield.avelocity = '7 0 11';
103         shield.scale = 1;
104         shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
105
106         precache_model(shield.model);
107         setorigin(shield, generator.origin);
108         _setmodel(shield, shield.model);
109         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
110 }
111
112
113 // ==========
114 // Junk Pile
115 // ==========
116
117 void setmodel_fixsize(entity e, Model m)
118 {
119         setmodel(e, m);
120         FixSize(e);
121 }
122
123 void onslaught_updatelinks()
124 {
125         entity l;
126         // first check if the game has ended
127         LOG_DEBUG("--- updatelinks ---");
128         // mark generators as being shielded and networked
129         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
130         {
131                 if (l.iscaptured)
132                         LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
133                 else
134                         LOG_DEBUG(etos(l), " (generator) is destroyed");
135                 l.islinked = l.iscaptured;
136                 l.isshielded = l.iscaptured;
137                 l.sprite.SendFlags |= 16;
138         }
139         // mark points as shielded and not networked
140         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
141         {
142                 l.islinked = false;
143                 l.isshielded = true;
144                 l.aregensneighbor = 0;
145                 l.arecpsneighbor = 0;
146                 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
147                 l.sprite.SendFlags |= 16;
148         }
149         // flow power outward from the generators through the network
150         bool stop = false;
151         while (!stop)
152         {
153                 stop = true;
154                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
155                 {
156                         // if both points are captured by the same team, and only one of
157                         // them is powered, mark the other one as powered as well
158                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
159                                 if (l.enemy.islinked != l.goalentity.islinked)
160                                         if(SAME_TEAM(l.enemy, l.goalentity))
161                                         {
162                                                 if (!l.goalentity.islinked)
163                                                 {
164                                                         stop = false;
165                                                         l.goalentity.islinked = true;
166                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
167                                                 }
168                                                 else if (!l.enemy.islinked)
169                                                 {
170                                                         stop = false;
171                                                         l.enemy.islinked = true;
172                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
173                                                 }
174                                         }
175                 }
176         }
177         // now that we know which points are powered we can mark their neighbors
178         // as unshielded if team differs
179         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
180         {
181                 if (l.goalentity.islinked)
182                 {
183                         if(DIFF_TEAM(l.goalentity, l.enemy))
184                         {
185                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
186                                 l.enemy.isshielded = false;
187                         }
188                         if(l.goalentity.classname == "onslaught_generator")
189                                 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
190                         else
191                                 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
192                 }
193                 if (l.enemy.islinked)
194                 {
195                         if(DIFF_TEAM(l.goalentity, l.enemy))
196                         {
197                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
198                                 l.goalentity.isshielded = false;
199                         }
200                         if(l.enemy.classname == "onslaught_generator")
201                                 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
202                         else
203                                 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
204                 }
205         }
206         // now update the generators
207         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
208         {
209                 if (l.isshielded)
210                 {
211                         LOG_DEBUG(etos(l), " (generator) is shielded");
212                         l.takedamage = DAMAGE_NO;
213                         if(l.bot_attack)
214                                 IL_REMOVE(g_bot_targets, l);
215                         l.bot_attack = false;
216                 }
217                 else
218                 {
219                         LOG_DEBUG(etos(l), " (generator) is not shielded");
220                         l.takedamage = DAMAGE_AIM;
221                         if(!l.bot_attack)
222                                 IL_PUSH(g_bot_targets, l);
223                         l.bot_attack = true;
224                 }
225
226                 ons_Generator_UpdateSprite(l);
227         }
228         // now update the takedamage and alpha variables on control point icons
229         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
230         {
231                 if (l.isshielded)
232                 {
233                         LOG_DEBUG(etos(l), " (point) is shielded");
234                         if (l.goalentity)
235                         {
236                                 l.goalentity.takedamage = DAMAGE_NO;
237                                 if(l.goalentity.bot_attack)
238                                         IL_REMOVE(g_bot_targets, l.goalentity);
239                                 l.goalentity.bot_attack = false;
240                         }
241                 }
242                 else
243                 {
244                         LOG_DEBUG(etos(l), " (point) is not shielded");
245                         if (l.goalentity)
246                         {
247                                 l.goalentity.takedamage = DAMAGE_AIM;
248                                 if(!l.goalentity.bot_attack)
249                                         IL_PUSH(g_bot_targets, l.goalentity);
250                                 l.goalentity.bot_attack = true;
251                         }
252                 }
253                 ons_ControlPoint_UpdateSprite(l);
254         }
255         IL_EACH(g_onsshields, true,
256         {
257                 it.team = it.enemy.team;
258                 it.colormap = it.enemy.colormap;
259         });
260 }
261
262
263 // ===================
264 // Main Link Functions
265 // ===================
266
267 bool ons_Link_Send(entity this, entity to, int sendflags)
268 {
269         WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
270         WriteByte(MSG_ENTITY, sendflags);
271         if(sendflags & 1)
272         {
273                 WriteVector(MSG_ENTITY, this.goalentity.origin);
274         }
275         if(sendflags & 2)
276         {
277                 WriteVector(MSG_ENTITY, this.enemy.origin);
278         }
279         if(sendflags & 4)
280         {
281                 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
282         }
283         return true;
284 }
285
286 void ons_Link_CheckUpdate(entity this)
287 {
288         // TODO check if the two sides have moved (currently they won't move anyway)
289         float cc = 0, cc1 = 0, cc2 = 0;
290
291         if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
292         if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
293
294         cc = cc1 + cc2;
295
296         if(cc != this.clientcolors)
297         {
298                 this.clientcolors = cc;
299                 this.SendFlags |= 4;
300         }
301
302         this.nextthink = time;
303 }
304
305 void ons_DelayedLinkSetup(entity this)
306 {
307         this.goalentity = find(NULL, targetname, this.target);
308         this.enemy = find(NULL, targetname, this.target2);
309         if(!this.goalentity) { objerror(this, "can not find target\n"); }
310         if(!this.enemy) { objerror(this, "can not find target2\n"); }
311
312         LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
313         this.SendFlags |= 3;
314         setthink(this, ons_Link_CheckUpdate);
315         this.nextthink = time;
316 }
317
318
319 // =============================
320 // Main Control Point Functions
321 // =============================
322
323 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
324 {
325         if(cp.aregensneighbor & BIT(teamnumber)) return 2;
326         if(cp.arecpsneighbor & BIT(teamnumber)) return 1;
327
328         return 0;
329 }
330
331 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
332         // -2: SAME TEAM, attackable by enemy!
333         // -1: SAME TEAM!
334         // 0: off limits
335         // 1: attack it
336         // 2: touch it
337         // 3: attack it (HIGH PRIO)
338         // 4: touch it (HIGH PRIO)
339 {
340         int a;
341
342         if(cp.isshielded)
343         {
344                 return 0;
345         }
346         else if(cp.goalentity)
347         {
348                 // if there's already an icon built, nothing happens
349                 if(cp.team == teamnumber)
350                 {
351                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
352                         if(a) // attackable by enemy?
353                                 return -2; // EMERGENCY!
354                         return -1;
355                 }
356                 // we know it can be linked, so no need to check
357                 // but...
358                 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
359                 if(a == 2) // near our generator?
360                         return 3; // EMERGENCY!
361                 return 1;
362         }
363         else
364         {
365                 // free point
366                 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
367                 {
368                         a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
369                         if(a == 2)
370                                 return 4; // GET THIS ONE NOW!
371                         else
372                                 return 2; // TOUCH ME
373                 }
374         }
375         return 0;
376 }
377
378 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
379 {
380         if(damage <= 0) { return; }
381
382         if (this.owner.isshielded)
383         {
384                 // this is protected by a shield, so ignore the damage
385                 if (time > this.pain_finished)
386                         if (IS_PLAYER(attacker))
387                         {
388                                 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
389                                 this.pain_finished = time + 1;
390                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
391                         }
392
393                 return;
394         }
395
396         if(IS_PLAYER(attacker))
397         if(time - ons_notification_time[this.team] > 10)
398         {
399                 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
400                 ons_notification_time[this.team] = time;
401         }
402
403         TakeResource(this, RESOURCE_HEALTH, damage);
404         if(this.owner.iscaptured)
405                 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
406         else
407                 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResourceAmount(this, RESOURCE_HEALTH)) / (this.count / ONS_CP_THINKRATE));
408         this.pain_finished = time + 1;
409         // particles on every hit
410         pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
411         //sound on every hit
412         if (random() < 0.5)
413                 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
414         else
415                 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
416
417         if (GetResourceAmount(this, RESOURCE_HEALTH) < 0)
418         {
419                 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
420                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
421                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
422
423                 GameRules_scoring_add(attacker, ONS_TAKES, 1);
424                 GameRules_scoring_add(attacker, SCORE, 10);
425
426                 this.owner.goalentity = NULL;
427                 this.owner.islinked = false;
428                 this.owner.iscaptured = false;
429                 this.owner.team = 0;
430                 this.owner.colormap = 1024;
431
432                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
433
434                 onslaught_updatelinks();
435
436                 // Use targets now (somebody make sure this is in the right place..)
437                 SUB_UseTargets(this.owner, this, NULL);
438
439                 this.owner.waslinked = this.owner.islinked;
440                 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
441                         setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
442                 //setsize(this, '-32 -32 0', '32 32 8');
443
444                 delete(this);
445         }
446
447         this.SendFlags |= CPSF_STATUS;
448 }
449
450 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
451 {
452         float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
453         float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
454         if (hlth <= 0 || hlth >= true_limit)
455                 return false;
456
457         GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
458         hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
459         if(targ.owner.iscaptured)
460                 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
461         else
462                 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
463         targ.SendFlags |= CPSF_STATUS;
464         return true;
465 }
466
467 void ons_ControlPoint_Icon_Think(entity this)
468 {
469         this.nextthink = time + ONS_CP_THINKRATE;
470
471         if(autocvar_g_onslaught_cp_proxydecap)
472         {
473                 int _enemy_count = 0;
474                 int _friendly_count = 0;
475
476                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
477                         if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
478                         {
479                                 if(SAME_TEAM(it, this))
480                                         ++_friendly_count;
481                                 else
482                                         ++_enemy_count;
483                         }
484                 });
485
486                 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
487                 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
488
489                 GiveResourceWithLimit(this, RESOURCE_HEALTH, (_friendly_count - _enemy_count), this.max_health);
490                 this.SendFlags |= CPSF_STATUS;
491                 if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
492                 {
493                         ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
494                         return;
495                 }
496         }
497
498         if (time > this.pain_finished + 5)
499         {
500                 if(GetResourceAmount(this, RESOURCE_HEALTH) < this.max_health)
501                 {
502                         GiveResourceWithLimit(this, RESOURCE_HEALTH, this.count, this.max_health);
503                         WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
504                 }
505         }
506
507         if(this.owner.islinked != this.owner.waslinked)
508         {
509                 // unteam the spawnpoint if needed
510                 int t = this.owner.team;
511                 if(!this.owner.islinked)
512                         this.owner.team = 0;
513
514                 SUB_UseTargets(this.owner, this, NULL);
515
516                 this.owner.team = t;
517
518                 this.owner.waslinked = this.owner.islinked;
519         }
520
521         // damaged fx
522         if(random() < 0.6 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
523         {
524                 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
525
526                 if(random() > 0.8)
527                         sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
528                 else if (random() > 0.5)
529                         sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
530         }
531 }
532
533 void ons_ControlPoint_Icon_BuildThink(entity this)
534 {
535         int a;
536
537         this.nextthink = time + ONS_CP_THINKRATE;
538
539         // only do this if there is power
540         a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
541         if(!a)
542                 return;
543
544         GiveResource(this, RESOURCE_HEALTH, this.count);
545
546         this.SendFlags |= CPSF_STATUS;
547
548         if (GetResourceAmount(this, RESOURCE_HEALTH) >= this.max_health)
549         {
550                 SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
551                 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
552                 setthink(this, ons_ControlPoint_Icon_Think);
553                 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
554                 this.owner.iscaptured = true;
555                 this.solid = SOLID_BBOX;
556
557                 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
558
559                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
560                 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
561
562                 if(IS_PLAYER(this.owner.ons_toucher))
563                 {
564                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
565                         Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM), this.owner.message);
566                         Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
567                         GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
568                         GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
569                 }
570
571                 this.owner.ons_toucher = NULL;
572
573                 onslaught_updatelinks();
574
575                 // Use targets now (somebody make sure this is in the right place..)
576                 SUB_UseTargets(this.owner, this, NULL);
577
578                 this.SendFlags |= CPSF_SETUP;
579         }
580         if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
581                 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
582
583         if(random() < 0.9 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
584                 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
585 }
586
587 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
588
589 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
590 {
591         entity e = new(onslaught_controlpoint_icon);
592
593         setsize(e, CPICON_MIN, CPICON_MAX);
594         setorigin(e, cp.origin + CPICON_OFFSET);
595
596         e.owner = cp;
597         e.max_health = autocvar_g_onslaught_cp_health;
598         SetResourceAmountExplicit(e, RESOURCE_HEALTH, autocvar_g_onslaught_cp_buildhealth);
599         e.solid = SOLID_NOT;
600         e.takedamage = DAMAGE_AIM;
601         e.bot_attack = true;
602         IL_PUSH(g_bot_targets, e);
603         e.event_damage = ons_ControlPoint_Icon_Damage;
604         e.event_heal = ons_ControlPoint_Icon_Heal;
605         e.team = player.team;
606         e.colormap = 1024 + (e.team - 1) * 17;
607         e.count = (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
608
609         sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
610
611         cp.goalentity = e;
612         cp.team = e.team;
613         cp.colormap = e.colormap;
614
615         Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
616
617         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) / (e.count / ONS_CP_THINKRATE));
618         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
619         cp.sprite.SendFlags |= 16;
620
621         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
622 }
623
624 entity ons_ControlPoint_Waypoint(entity e)
625 {
626         if(e.team)
627         {
628                 int a = ons_ControlPoint_Attackable(e, e.team);
629
630                 if(a == -2) { return WP_OnsCPDefend; } // defend now
631                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
632                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
633         }
634         else
635                 return WP_OnsCP;
636
637         return WP_Null;
638 }
639
640 void ons_ControlPoint_UpdateSprite(entity e)
641 {
642         entity s1 = ons_ControlPoint_Waypoint(e);
643         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
644
645         bool sh;
646         sh = !(ons_ControlPoint_CanBeLinked(e, NUM_TEAM_1) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_2) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_3) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_4));
647
648         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
649         {
650                 if(e.iscaptured) // don't mess up build bars!
651                 {
652                         if(sh)
653                         {
654                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
655                         }
656                         else
657                         {
658                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
659                                 WaypointSprite_UpdateHealth(e.sprite, GetResourceAmount(e.goalentity, RESOURCE_HEALTH));
660                         }
661                 }
662                 if(e.lastshielded)
663                 {
664                         if(e.team)
665                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
666                         else
667                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
668                 }
669                 else
670                 {
671                         if(e.team)
672                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
673                         else
674                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
675                 }
676                 WaypointSprite_Ping(e.sprite);
677
678                 e.lastteam = e.team + 2;
679                 e.lastshielded = sh;
680                 e.lastcaptured = e.iscaptured;
681         }
682 }
683
684 void ons_ControlPoint_Touch(entity this, entity toucher)
685 {
686         int attackable;
687
688         if(IS_VEHICLE(toucher) && toucher.owner)
689         if(autocvar_g_onslaught_allow_vehicle_touch)
690                 toucher = toucher.owner;
691         else
692                 return;
693
694         if(!IS_PLAYER(toucher)) { return; }
695         if(STAT(FROZEN, toucher)) { return; }
696         if(IS_DEAD(toucher)) { return; }
697
698         if ( SAME_TEAM(this,toucher) )
699         if ( this.iscaptured )
700         {
701                 if(time <= toucher.teleport_antispam)
702                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
703                 else
704                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
705         }
706
707         attackable = ons_ControlPoint_Attackable(this, toucher.team);
708         if(attackable != 2 && attackable != 4)
709                 return;
710         // we've verified that this player has a legitimate claim to this point,
711         // so start building the captured point icon (which only captures this
712         // point if it successfully builds without being destroyed first)
713         ons_ControlPoint_Icon_Spawn(this, toucher);
714
715         this.ons_toucher = toucher;
716
717         onslaught_updatelinks();
718 }
719
720 void ons_ControlPoint_Think(entity this)
721 {
722         this.nextthink = time + ONS_CP_THINKRATE;
723         CSQCMODEL_AUTOUPDATE(this);
724 }
725
726 void ons_ControlPoint_Reset(entity this)
727 {
728         if(this.goalentity)
729                 delete(this.goalentity);
730
731         this.goalentity = NULL;
732         this.team = 0;
733         this.colormap = 1024;
734         this.iscaptured = false;
735         this.islinked = false;
736         this.isshielded = true;
737         setthink(this, ons_ControlPoint_Think);
738         this.ons_toucher = NULL;
739         this.nextthink = time + ONS_CP_THINKRATE;
740         setmodel_fixsize(this, MDL_ONS_CP_PAD1);
741
742         WaypointSprite_UpdateMaxHealth(this.sprite, 0);
743         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
744
745         onslaught_updatelinks();
746
747         SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
748
749         CSQCMODEL_AUTOUPDATE(this);
750 }
751
752 void ons_DelayedControlPoint_Setup(entity this)
753 {
754         onslaught_updatelinks();
755
756         // captureshield setup
757         ons_CaptureShield_Spawn(this, false);
758
759         CSQCMODEL_AUTOINIT(this);
760 }
761
762 void ons_ControlPoint_Setup(entity cp)
763 {
764         // main setup
765         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
766         ons_worldcplist = cp;
767
768         cp.netname = "Control point";
769         cp.team = 0;
770         cp.solid = SOLID_BBOX;
771         set_movetype(cp, MOVETYPE_NONE);
772         settouch(cp, ons_ControlPoint_Touch);
773         setthink(cp, ons_ControlPoint_Think);
774         cp.nextthink = time + ONS_CP_THINKRATE;
775         cp.reset = ons_ControlPoint_Reset;
776         cp.colormap = 1024;
777         cp.iscaptured = false;
778         cp.islinked = false;
779         cp.isshielded = true;
780
781         if(cp.message == "") { cp.message = "a"; }
782
783         // appearence
784         setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
785
786         // control point placement
787         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
788         {
789                 cp.noalign = true;
790                 set_movetype(cp, MOVETYPE_NONE);
791         }
792         else // drop to floor, automatically find a platform and set that as spawn origin
793         {
794                 setorigin(cp, cp.origin + '0 0 20');
795                 cp.noalign = false;
796                 droptofloor(cp);
797                 set_movetype(cp, MOVETYPE_TOSS);
798         }
799
800         // waypointsprites
801         WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
802         WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
803
804         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
805 }
806
807
808 // =========================
809 // Main Generator Functions
810 // =========================
811
812 entity ons_Generator_Waypoint(entity e)
813 {
814         if (e.isshielded)
815                 return WP_OnsGenShielded;
816         return WP_OnsGen;
817 }
818
819 void ons_Generator_UpdateSprite(entity e)
820 {
821         entity s1 = ons_Generator_Waypoint(e);
822         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
823
824         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
825         {
826                 e.lastteam = e.team + 2;
827                 e.lastshielded = e.isshielded;
828                 if(e.lastshielded)
829                 {
830                         if(e.team)
831                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
832                         else
833                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
834                 }
835                 else
836                 {
837                         if(e.team)
838                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
839                         else
840                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
841                 }
842                 WaypointSprite_Ping(e.sprite);
843         }
844 }
845
846 void ons_camSetup(entity this)
847 {
848         vector dir;
849         vector ang = '0 0 0';
850         vector best_ang = '0 0 0';
851         float best_trace_fraction = 0;
852         while(ang.y < 360)
853         {
854                 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
855                 dir *= 500;
856                 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
857                 if(trace_fraction > best_trace_fraction)
858                 {
859                         best_trace_fraction = trace_fraction;
860                         best_ang = ang;
861                         if(trace_fraction == 1)
862                                 break;
863                 }
864                 ang.y += 90;
865                 if(ang.y == 360)
866                         ang.y = 45;
867         }
868         cam.origin = this.origin;
869         setorigin(cam, cam.origin);
870         cam.angles = best_ang;
871         Net_LinkEntity(cam, false, 0, clientcamera_send);
872
873         FOREACH_CLIENT(true, it.clientcamera = cam;);
874
875         WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
876         WriteAngle(MSG_ALL, cam.angles_x);
877         WriteAngle(MSG_ALL, cam.angles_y);
878         WriteAngle(MSG_ALL, cam.angles_z);
879 }
880
881 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
882 {
883         if(damage <= 0) return;
884         if(warmup_stage || game_stopped) return;
885         if(!round_handler_IsRoundStarted()) return;
886
887         if (attacker != this)
888         {
889                 if (this.isshielded)
890                 {
891                         // generator is protected by a shield, so ignore the damage
892                         if (time > this.pain_finished)
893                                 if (IS_PLAYER(attacker))
894                                 {
895                                         play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
896                                         attacker.typehitsound += 1;
897                                         this.pain_finished = time + 1;
898                                 }
899                         return;
900                 }
901                 if (time > this.pain_finished)
902                 {
903                         this.pain_finished = time + 10;
904                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
905                         play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
906                 }
907         }
908         TakeResource(this, RESOURCE_HEALTH, damage);
909         float hlth = GetResourceAmount(this, RESOURCE_HEALTH);
910         WaypointSprite_UpdateHealth(this.sprite, hlth);
911         // choose an animation frame based on health
912         this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
913         // see if the generator is still functional, or dying
914         if (hlth > 0)
915         {
916                 this.lasthealth = hlth;
917         }
918         else
919         {
920                 if (attacker == this)
921                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
922                 else
923                 {
924                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
925                         GameRules_scoring_add(attacker, SCORE, 100);
926                 }
927                 this.iscaptured = false;
928                 this.islinked = false;
929                 this.isshielded = false;
930                 this.takedamage = DAMAGE_NO; // can't be hurt anymore
931                 this.event_damage = func_null; // won't do anything if hurt
932                 this.event_heal = func_null;
933                 this.count = 0; // reset counter
934                 setthink(this, func_null);
935                 this.nextthink = 0;
936                 //this.think(); // do the first explosion now
937
938                 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
939                 WaypointSprite_Ping(this.sprite);
940                 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
941
942                 onslaught_updatelinks();
943
944                 ons_camSetup(this);
945         }
946
947         // Throw some flaming gibs on damage, more damage = more chance for gib
948         if(random() < damage/220)
949         {
950                 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
951         }
952         else
953         {
954                 // particles on every hit
955                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
956
957                 //sound on every hit
958                 if (random() < 0.5)
959                         sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
960                 else
961                         sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
962         }
963
964         this.SendFlags |= GSF_STATUS;
965 }
966
967 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
968 {
969         float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
970         float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
971         if (hlth <= 0 || hlth >= true_limit)
972                 return false;
973
974         GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
975         hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
976         WaypointSprite_UpdateHealth(targ.sprite, hlth);
977         targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
978         targ.lasthealth = hlth;
979         targ.SendFlags |= GSF_STATUS;
980         return true;
981 }
982
983 void ons_GeneratorThink(entity this)
984 {
985         this.nextthink = time + GEN_THINKRATE;
986
987         if (game_stopped || this.isshielded || time < this.wait)
988                 return;
989
990         this.wait = time + 5;
991         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
992         {
993                 if (SAME_TEAM(it, this))
994                 {
995                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
996                         msg_entity = it;
997                         soundto(MSG_ONE, this, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
998                 }
999                 else
1000                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1001         });
1002 }
1003
1004 void ons_GeneratorReset(entity this)
1005 {
1006         this.team = this.team_saved;
1007         SetResourceAmountExplicit(this, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
1008         this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1009         this.takedamage = DAMAGE_AIM;
1010         this.bot_attack = true;
1011         if(!IL_CONTAINS(g_bot_targets, this))
1012                 IL_PUSH(g_bot_targets, this);
1013         this.iscaptured = true;
1014         this.islinked = true;
1015         this.isshielded = true;
1016         this.event_damage = ons_GeneratorDamage;
1017         this.event_heal = ons_GeneratorHeal;
1018         setthink(this, ons_GeneratorThink);
1019         this.nextthink = time + GEN_THINKRATE;
1020
1021         Net_LinkEntity(this, false, 0, generator_send);
1022
1023         this.SendFlags = GSF_SETUP; // just incase
1024         this.SendFlags |= GSF_STATUS;
1025
1026         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1027         WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
1028         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1029
1030         onslaught_updatelinks();
1031 }
1032
1033 void ons_DelayedGeneratorSetup(entity this)
1034 {
1035         // bot waypoints
1036         waypoint_spawnforitem_force(this, this.origin);
1037         this.nearestwaypointtimeout = 0; // activate waypointing again
1038         this.bot_basewaypoint = this.nearestwaypoint;
1039
1040         // captureshield setup
1041         ons_CaptureShield_Spawn(this, true);
1042
1043         onslaught_updatelinks();
1044
1045         Net_LinkEntity(this, false, 0, generator_send);
1046 }
1047
1048
1049 void onslaught_generator_touch(entity this, entity toucher)
1050 {
1051         if ( IS_PLAYER(toucher) )
1052         if ( SAME_TEAM(this,toucher) )
1053         if ( this.iscaptured )
1054         {
1055                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1056         }
1057 }
1058
1059 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1060 {
1061         // declarations
1062         int teamnumber = gen.team;
1063
1064         // main setup
1065         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1066         ons_worldgeneratorlist = gen;
1067
1068         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1069         gen.classname = "onslaught_generator";
1070         gen.solid = SOLID_BBOX;
1071         gen.team_saved = teamnumber;
1072         IL_PUSH(g_saved_team, gen);
1073         set_movetype(gen, MOVETYPE_NONE);
1074         gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1075         SetResourceAmountExplicit(gen, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
1076         gen.takedamage = DAMAGE_AIM;
1077         gen.bot_attack = true;
1078         IL_PUSH(g_bot_targets, gen);
1079         gen.event_damage = ons_GeneratorDamage;
1080         gen.event_heal = ons_GeneratorHeal;
1081         gen.reset = ons_GeneratorReset;
1082         setthink(gen, ons_GeneratorThink);
1083         gen.nextthink = time + GEN_THINKRATE;
1084         gen.iscaptured = true;
1085         gen.islinked = true;
1086         gen.isshielded = true;
1087         settouch(gen, onslaught_generator_touch);
1088
1089         // appearence
1090         // model handled by CSQC
1091         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1092         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1093         gen.colormap = 1024 + (teamnumber - 1) * 17;
1094
1095         // generator placement
1096         droptofloor(gen);
1097
1098         // waypointsprites
1099         WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1100         WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1101         WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1102         WaypointSprite_UpdateHealth(gen.sprite, GetResourceAmount(gen, RESOURCE_HEALTH));
1103
1104         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1105 }
1106
1107
1108 // ===============
1109 //  Round Handler
1110 // ===============
1111
1112 int total_generators;
1113 void Onslaught_count_generators()
1114 {
1115         entity e;
1116         total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1117         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1118         {
1119                 ++total_generators;
1120                 redowned += (e.team == NUM_TEAM_1 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1121                 blueowned += (e.team == NUM_TEAM_2 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1122                 yellowowned += (e.team == NUM_TEAM_3 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1123                 pinkowned += (e.team == NUM_TEAM_4 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1124         }
1125 }
1126
1127 int Onslaught_GetWinnerTeam()
1128 {
1129         int winner_team = 0;
1130         if(redowned > 0)
1131                 winner_team = NUM_TEAM_1;
1132         if(blueowned > 0)
1133         {
1134                 if(winner_team) return 0;
1135                 winner_team = NUM_TEAM_2;
1136         }
1137         if(yellowowned > 0)
1138         {
1139                 if(winner_team) return 0;
1140                 winner_team = NUM_TEAM_3;
1141         }
1142         if(pinkowned > 0)
1143         {
1144                 if(winner_team) return 0;
1145                 winner_team = NUM_TEAM_4;
1146         }
1147         if(winner_team)
1148                 return winner_team;
1149         return -1; // no generators left?
1150 }
1151
1152 void nades_Clear(entity e);
1153
1154 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1155 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1156 bool Onslaught_CheckWinner()
1157 {
1158         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1159         {
1160                 ons_stalemate = true;
1161
1162                 if (!wpforenemy_announced)
1163                 {
1164                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1165                         sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1166
1167                         wpforenemy_announced = true;
1168                 }
1169
1170                 entity tmp_entity; // temporary entity
1171                 float d;
1172                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1173                 {
1174                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1175                         // control points reduce the overtime duration.
1176                         d = 1;
1177                         entity e;
1178                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1179                         {
1180                                 if(DIFF_TEAM(e, tmp_entity))
1181                                 if(e.islinked)
1182                                         d = d + 1;
1183                         }
1184
1185                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1186                                 d = d * tmp_entity.max_health;
1187                         else
1188                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1189
1190                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1191
1192                         tmp_entity.sprite.SendFlags |= 16;
1193
1194                         tmp_entity.ons_overtime_damagedelay = time + 1;
1195                 }
1196         }
1197         else { wpforenemy_announced = false; ons_stalemate = false; }
1198
1199         Onslaught_count_generators();
1200
1201         if(ONS_OWNED_GENERATORS_OK())
1202                 return 0;
1203
1204         int winner_team = Onslaught_GetWinnerTeam();
1205
1206         if(winner_team > 0)
1207         {
1208                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1209                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1210                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1211         }
1212         else if(winner_team == -1)
1213         {
1214                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1215                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1216         }
1217
1218         ons_stalemate = false;
1219
1220         play2all(SND(CTF_CAPTURE(winner_team)));
1221
1222         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1223
1224         FOREACH_CLIENT(IS_PLAYER(it), {
1225                 STAT(ROUNDLOST, it) = true;
1226                 it.player_blocked = true;
1227
1228                 nades_Clear(it);
1229         });
1230
1231         game_stopped = true;
1232         return 1;
1233 }
1234
1235 bool Onslaught_CheckPlayers()
1236 {
1237         return 1;
1238 }
1239
1240 void Onslaught_RoundStart()
1241 {
1242         entity tmp_entity;
1243         FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1244
1245         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1246                 tmp_entity.sprite.SendFlags |= 16;
1247
1248         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1249                 tmp_entity.sprite.SendFlags |= 16;
1250 }
1251
1252
1253 // ================
1254 // Bot player logic
1255 // ================
1256
1257 // NOTE: LEGACY CODE, needs to be re-written!
1258
1259 void havocbot_role_ons_setrole(entity this, int role)
1260 {
1261         switch(role)
1262         {
1263                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1264                         LOG_DEBUG(this.netname, " switched to defense");
1265                         this.havocbot_role = havocbot_role_ons_defense;
1266                         this.havocbot_role_timeout = 0;
1267                         break;
1268                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1269                         LOG_DEBUG(this.netname, " switched to assistant");
1270                         this.havocbot_role = havocbot_role_ons_assistant;
1271                         this.havocbot_role_timeout = 0;
1272                         break;
1273                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1274                         LOG_DEBUG(this.netname, " switched to offense");
1275                         this.havocbot_role = havocbot_role_ons_offense;
1276                         this.havocbot_role_timeout = 0;
1277                         break;
1278         }
1279 }
1280
1281 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1282 {
1283         entity cp, cp1, cp2, best, wp;
1284         float radius, bestvalue;
1285         int c;
1286         bool found;
1287
1288         // Filter control points
1289         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1290         {
1291                 cp2.wpcost = c = 0;
1292                 cp2.wpconsidered = false;
1293
1294                 if(cp2.isshielded)
1295                         continue;
1296
1297                 // Ignore owned controlpoints
1298                 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1299                         continue;
1300
1301                 // Count team mates interested in this control point
1302                 // (easier and cleaner than keeping counters per cp and teams)
1303                 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1304                         if(SAME_TEAM(it, this))
1305                         if(it.havocbot_role == havocbot_role_ons_offense)
1306                         if(it.havocbot_ons_target == cp2)
1307                                 ++c;
1308                 });
1309
1310                 // NOTE: probably decrease the cost of attackable control points
1311                 cp2.wpcost = c;
1312                 cp2.wpconsidered = true;
1313         }
1314
1315         // We'll consider only the best case
1316         bestvalue = FLOAT_MAX;
1317         cp = NULL;
1318         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1319         {
1320                 if (!cp1.wpconsidered)
1321                         continue;
1322
1323                 if(cp1.wpcost<bestvalue)
1324                 {
1325                         bestvalue = cp1.wpcost;
1326                         cp = cp1;
1327                         this.havocbot_ons_target = cp1;
1328                 }
1329         }
1330
1331         if (!cp)
1332                 return;
1333
1334         LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1335
1336         if(cp.goalentity)
1337         {
1338                 // Should be attacked
1339                 // Rate waypoints near it
1340                 found = false;
1341                 best = NULL;
1342                 bestvalue = FLOAT_MAX;
1343                 for (radius = 500; radius <= 1000 && !found; radius += 500)
1344                 {
1345                         IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1346                         {
1347                                 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1348                                 {
1349                                         found = true;
1350                                         if (it.cnt < bestvalue)
1351                                         {
1352                                                 best = it;
1353                                                 bestvalue = it.cnt;
1354                                         }
1355                                 }
1356                         });
1357                 }
1358
1359                 if(best)
1360                 {
1361                         navigation_routerating(this, best, ratingscale, 10000);
1362                         best.cnt += 1;
1363
1364                         this.havocbot_attack_time = 0;
1365                         if(checkpvs(this.origin + this.view_ofs, cp))
1366                         if(checkpvs(this.origin + this.view_ofs, best))
1367                                 this.havocbot_attack_time = time + 2;
1368                 }
1369                 else
1370                 {
1371                         navigation_routerating(this, cp, ratingscale, 10000);
1372                 }
1373                 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1374         }
1375         else
1376         {
1377                 // Should be touched
1378                 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1379                 navigation_routerating(this, cp, ratingscale * 2, 10000);
1380         }
1381 }
1382
1383 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1384 {
1385         entity g, wp, bestwp;
1386         bool found;
1387         int bestvalue;
1388
1389         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1390         {
1391                 if(SAME_TEAM(g, this) || g.isshielded)
1392                         continue;
1393
1394                 // Should be attacked
1395                 // Rate waypoints near it
1396                 found = false;
1397                 bestwp = NULL;
1398                 bestvalue = FLOAT_MAX;
1399
1400                 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1401                 {
1402                         if (checkpvs(it.origin, g))
1403                         {
1404                                 found = true;
1405                                 if (it.cnt < bestvalue)
1406                                 {
1407                                         bestwp = it;
1408                                         bestvalue = it.cnt;
1409                                 }
1410                         }
1411                 });
1412
1413                 if(bestwp)
1414                 {
1415                         LOG_DEBUG("waypoints found around generator");
1416                         navigation_routerating(this, bestwp, ratingscale, 10000);
1417                         bestwp.cnt += 1;
1418
1419                         this.havocbot_attack_time = 0;
1420                         if(checkpvs(this.origin + this.view_ofs, g))
1421                         if(checkpvs(this.origin + this.view_ofs, bestwp))
1422                                 this.havocbot_attack_time = time + 5;
1423
1424                         return true;
1425                 }
1426                 else
1427                 {
1428                         LOG_DEBUG("generator found without waypoints around");
1429                         // if there aren't waypoints near the generator go straight to it
1430                         navigation_routerating(this, g, ratingscale, 10000);
1431                         this.havocbot_attack_time = 0;
1432                         return true;
1433                 }
1434         }
1435         return false;
1436 }
1437
1438 void havocbot_role_ons_offense(entity this)
1439 {
1440         if(IS_DEAD(this))
1441         {
1442                 this.havocbot_attack_time = 0;
1443                 havocbot_ons_reset_role(this);
1444                 return;
1445         }
1446
1447         // Set the role timeout if necessary
1448         if (!this.havocbot_role_timeout)
1449                 this.havocbot_role_timeout = time + 120;
1450
1451         if (time > this.havocbot_role_timeout)
1452         {
1453                 havocbot_ons_reset_role(this);
1454                 return;
1455         }
1456
1457         if(this.havocbot_attack_time>time)
1458                 return;
1459
1460         if (navigation_goalrating_timeout(this))
1461         {
1462                 navigation_goalrating_start(this);
1463                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1464                 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1465                         havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1466                 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1467                 navigation_goalrating_end(this);
1468
1469                 navigation_goalrating_timeout_set(this);
1470         }
1471 }
1472
1473 void havocbot_role_ons_assistant(entity this)
1474 {
1475         havocbot_ons_reset_role(this);
1476 }
1477
1478 void havocbot_role_ons_defense(entity this)
1479 {
1480         havocbot_ons_reset_role(this);
1481 }
1482
1483 void havocbot_ons_reset_role(entity this)
1484 {
1485         if(IS_DEAD(this))
1486                 return;
1487
1488         this.havocbot_ons_target = NULL;
1489
1490         // TODO: Defend control points or generator if necessary
1491
1492         havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1493 }
1494
1495
1496 /*
1497  * Find control point or generator owned by the same team self which is nearest to pos
1498  * if max_dist is positive, only control points within this range will be considered
1499  */
1500 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1501 {
1502         entity closest_target = NULL;
1503         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1504         {
1505                 if(SAME_TEAM(cp, this))
1506                 if(cp.iscaptured)
1507                 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1508                 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1509                         closest_target = cp;
1510         }
1511         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1512         {
1513                 if(SAME_TEAM(gen, this))
1514                 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1515                 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1516                         closest_target = gen;
1517         }
1518
1519         return closest_target;
1520 }
1521
1522 /*
1523  * Find control point or generator owned by the same team self which is nearest to pos
1524  * if max_dist is positive, only control points within this range will be considered
1525  * This function only check distances on the XY plane, disregarding Z
1526  */
1527 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1528 {
1529         entity closest_target = NULL;
1530         vector delta;
1531         float smallest_distance = 0, distance;
1532
1533         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1534         {
1535                 delta = cp.origin - pos;
1536                 delta_z = 0;
1537                 distance = vlen(delta);
1538
1539                 if(SAME_TEAM(cp, this))
1540                 if(cp.iscaptured)
1541                 if(max_dist <= 0 || distance <= max_dist)
1542                 if(closest_target == NULL || distance <= smallest_distance )
1543                 {
1544                         closest_target = cp;
1545                         smallest_distance = distance;
1546                 }
1547         }
1548         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1549         {
1550                 delta = gen.origin - pos;
1551                 delta_z = 0;
1552                 distance = vlen(delta);
1553
1554                 if(SAME_TEAM(gen, this))
1555                 if(max_dist <= 0 || distance <= max_dist)
1556                 if(closest_target == NULL || distance <= smallest_distance )
1557                 {
1558                         closest_target = gen;
1559                         smallest_distance = distance;
1560                 }
1561         }
1562
1563         return closest_target;
1564 }
1565 /**
1566  * find the number of control points and generators in the same team as this
1567  */
1568 int ons_Count_SelfControlPoints(entity this)
1569 {
1570         int n = 0;
1571         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1572         {
1573                 if(SAME_TEAM(cp, this))
1574                 if(cp.iscaptured)
1575                         n++;
1576         }
1577         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1578         {
1579                 if(SAME_TEAM(gen, this))
1580                         n++;
1581         }
1582         return n;
1583 }
1584
1585 /**
1586  * Teleport player to a random position near tele_target
1587  * if tele_effects is true, teleport sound+particles are created
1588  * return false on failure
1589  */
1590 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1591 {
1592         if ( !tele_target )
1593                 return false;
1594
1595         int i;
1596         vector loc;
1597         float theta;
1598         // narrow the range for each iteration to increase chances that a spawnpoint
1599         // can be found even if there's little room around the control point
1600         float iteration_scale = 1;
1601         for(i = 0; i < 16; ++i)
1602         {
1603                 iteration_scale -= i / 16;
1604                 theta = random() * 2 * M_PI;
1605                 loc_y = sin(theta);
1606                 loc_x = cos(theta);
1607                 loc_z = 0;
1608                 loc *= random() * range * iteration_scale;
1609
1610                 loc += tele_target.origin + '0 0 128' * iteration_scale;
1611
1612                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1613                 if(trace_fraction == 1.0 && !trace_startsolid)
1614                 {
1615                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1616                         if(trace_fraction == 1.0 && !trace_startsolid)
1617                         {
1618                                 if ( tele_effects )
1619                                 {
1620                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1621                                         sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1622                                 }
1623                                 setorigin(player, loc);
1624                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1625                                 makevectors(player.angles);
1626                                 player.fixangle = true;
1627                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1628
1629                                 if ( tele_effects )
1630                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1631                                 return true;
1632                         }
1633                 }
1634         }
1635
1636         return false;
1637 }
1638
1639 // ==============
1640 // Hook Functions
1641 // ==============
1642
1643 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1644 {
1645         FOREACH_CLIENT(IS_PLAYER(it), {
1646                 STAT(ROUNDLOST, it) = false;
1647                 it.ons_deathloc = '0 0 0';
1648                 PutClientInServer(it);
1649                 it.clientcamera = it;
1650         });
1651         return false;
1652 }
1653
1654 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1655 {
1656         entity player = M_ARGV(0, entity);
1657
1658         player.ons_deathloc = '0 0 0';
1659 }
1660
1661 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1662 {
1663         entity player = M_ARGV(0, entity);
1664
1665         player.ons_deathloc = '0 0 0';
1666 }
1667
1668 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1669 {
1670         entity player = M_ARGV(0, entity);
1671
1672         if(!round_handler_IsRoundStarted())
1673         {
1674                 player.player_blocked = true;
1675                 return false;
1676         }
1677
1678         entity l;
1679         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1680         {
1681                 l.sprite.SendFlags |= 16;
1682         }
1683         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1684         {
1685                 l.sprite.SendFlags |= 16;
1686         }
1687
1688         if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1689
1690         if ( autocvar_g_onslaught_spawn_choose )
1691         if ( player.ons_spawn_by )
1692         if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1693         {
1694                 player.ons_spawn_by = NULL;
1695                 return false;
1696         }
1697
1698         if(autocvar_g_onslaught_spawn_at_controlpoints)
1699         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1700         {
1701                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1702                 entity tmp_entity, closest_target = NULL;
1703                 vector spawn_loc = player.ons_deathloc;
1704
1705                 // new joining player or round reset, don't bother checking
1706                 if(spawn_loc == '0 0 0') { return false; }
1707
1708                 if(random_target) { RandomSelection_Init(); }
1709
1710                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1711                 {
1712                         if(SAME_TEAM(tmp_entity, player))
1713                         if(random_target)
1714                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1715                         else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1716                                 closest_target = tmp_entity;
1717                 }
1718
1719                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1720
1721                 if(closest_target)
1722                 {
1723                         float i;
1724                         vector loc;
1725                         float iteration_scale = 1;
1726                         for(i = 0; i < 10; ++i)
1727                         {
1728                                 iteration_scale -= i / 10;
1729                                 loc = closest_target.origin + '0 0 96' * iteration_scale;
1730                                 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1731                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1732                                 if(trace_fraction == 1.0 && !trace_startsolid)
1733                                 {
1734                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1735                                         if(trace_fraction == 1.0 && !trace_startsolid)
1736                                         {
1737                                                 setorigin(player, loc);
1738                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1739                                                 return false;
1740                                         }
1741                                 }
1742                         }
1743                 }
1744         }
1745
1746         if(autocvar_g_onslaught_spawn_at_generator)
1747         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1748         {
1749                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1750                 entity tmp_entity, closest_target = NULL;
1751                 vector spawn_loc = player.ons_deathloc;
1752
1753                 // new joining player or round reset, don't bother checking
1754                 if(spawn_loc == '0 0 0') { return false; }
1755
1756                 if(random_target) { RandomSelection_Init(); }
1757
1758                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1759                 {
1760                         if(random_target)
1761                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1762                         else
1763                         {
1764                                 if(SAME_TEAM(tmp_entity, player))
1765                                 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1766                                         closest_target = tmp_entity;
1767                         }
1768                 }
1769
1770                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1771
1772                 if(closest_target)
1773                 {
1774                         float i;
1775                         vector loc;
1776                         float iteration_scale = 1;
1777                         for(i = 0; i < 10; ++i)
1778                         {
1779                                 iteration_scale -= i / 10;
1780                                 loc = closest_target.origin + '0 0 128' * iteration_scale;
1781                                 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1782                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1783                                 if(trace_fraction == 1.0 && !trace_startsolid)
1784                                 {
1785                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1786                                         if(trace_fraction == 1.0 && !trace_startsolid)
1787                                         {
1788                                                 setorigin(player, loc);
1789                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1790                                                 return false;
1791                                         }
1792                                 }
1793                         }
1794                 }
1795         }
1796
1797         return false;
1798 }
1799
1800 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1801 {
1802         entity frag_target = M_ARGV(2, entity);
1803
1804         frag_target.ons_deathloc = frag_target.origin;
1805         entity l;
1806         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1807         {
1808                 l.sprite.SendFlags |= 16;
1809         }
1810         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1811         {
1812                 l.sprite.SendFlags |= 16;
1813         }
1814
1815         if ( autocvar_g_onslaught_spawn_choose )
1816         if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1817                 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1818
1819         return false;
1820 }
1821
1822 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1823 {
1824         entity mon = M_ARGV(0, entity);
1825
1826         entity e = find(NULL, targetname, mon.target);
1827         if (e != NULL)
1828                 mon.team = e.team;
1829 }
1830
1831 void ons_MonsterSpawn_Delayed(entity this)
1832 {
1833         entity own = this.owner;
1834
1835         if(!own) { delete(this); return; }
1836
1837         if(own.targetname)
1838         {
1839                 entity e = find(NULL, target, own.targetname);
1840                 if(e != NULL)
1841                 {
1842                         own.team = e.team;
1843
1844                         own.use(own, e, NULL);
1845                 }
1846         }
1847
1848         delete(this);
1849 }
1850
1851 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1852 {
1853         entity mon = M_ARGV(0, entity);
1854
1855         entity e = spawn();
1856         e.owner = mon;
1857         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1858 }
1859
1860 void ons_TurretSpawn_Delayed(entity this)
1861 {
1862         entity own = this.owner;
1863
1864         if(!own) { delete(this); return; }
1865
1866         if(own.targetname)
1867         {
1868                 entity e = find(NULL, target, own.targetname);
1869                 if(e != NULL)
1870                 {
1871                         own.team = e.team;
1872                         own.active = ACTIVE_NOT;
1873
1874                         own.use(own, e, NULL);
1875                 }
1876         }
1877
1878         delete(this);
1879 }
1880
1881 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1882 {
1883         entity turret = M_ARGV(0, entity);
1884
1885         entity e = spawn();
1886         e.owner = turret;
1887         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1888
1889         return false;
1890 }
1891
1892 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1893 {
1894         entity bot = M_ARGV(0, entity);
1895
1896         havocbot_ons_reset_role(bot);
1897         return true;
1898 }
1899
1900 MUTATOR_HOOKFUNCTION(ons, CheckAllowedTeams)
1901 {
1902         // onslaught is special
1903         for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1904         {
1905                 switch(tmp_entity.team)
1906                 {
1907                         case NUM_TEAM_1: c1 = 0; break;
1908                         case NUM_TEAM_2: c2 = 0; break;
1909                         case NUM_TEAM_3: c3 = 0; break;
1910                         case NUM_TEAM_4: c4 = 0; break;
1911                 }
1912         }
1913
1914         return true;
1915 }
1916
1917 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1918 {
1919         entity spectatee = M_ARGV(0, entity);
1920         entity client = M_ARGV(1, entity);
1921
1922         STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1923 }
1924
1925 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1926 {
1927         if(MUTATOR_RETURNVALUE) // command was already handled?
1928                 return false;
1929
1930         entity player = M_ARGV(0, entity);
1931         string cmd_name = M_ARGV(1, string);
1932         int cmd_argc = M_ARGV(2, int);
1933
1934         if ( cmd_name == "ons_spawn" )
1935         {
1936                 vector pos = player.origin;
1937                 if(cmd_argc > 1)
1938                         pos_x = stof(argv(1));
1939                 if(cmd_argc > 2)
1940                         pos_y = stof(argv(2));
1941                 if(cmd_argc > 3)
1942                         pos_z = stof(argv(3));
1943
1944                 if ( IS_PLAYER(player) )
1945                 {
1946                         if ( !STAT(FROZEN, player) )
1947                         {
1948                                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1949
1950                                 if ( !source_point && GetResourceAmount(player, RESOURCE_HEALTH) > 0 )
1951                                 {
1952                                         sprint(player, "\nYou need to be next to a control point\n");
1953                                         return true;
1954                                 }
1955
1956
1957                                 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1958
1959                                 if ( closest_target == NULL )
1960                                 {
1961                                         sprint(player, "\nNo control point found\n");
1962                                         return true;
1963                                 }
1964
1965                                 if ( GetResourceAmount(player, RESOURCE_HEALTH) <= 0 )
1966                                 {
1967                                         player.ons_spawn_by = closest_target;
1968                                         player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1969                                 }
1970                                 else
1971                                 {
1972                                         if ( source_point == closest_target )
1973                                         {
1974                                                 sprint(player, "\nTeleporting to the same point\n");
1975                                                 return true;
1976                                         }
1977
1978                                         if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1979                                                 sprint(player, "\nUnable to teleport there\n");
1980                                 }
1981
1982                                 return true;
1983                         }
1984
1985                         sprint(player, "\nNo teleportation for you\n");
1986                 }
1987
1988                 return true;
1989         }
1990         return false;
1991 }
1992
1993 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
1994 {
1995         if(MUTATOR_RETURNVALUE || game_stopped) return false;
1996
1997         entity player = M_ARGV(0, entity);
1998
1999         if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2000         {
2001                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2002                 if ( source_point )
2003                 {
2004                         stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2005                         return true;
2006                 }
2007         }
2008 }
2009
2010 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2011 {
2012         entity frag_victim = M_ARGV(0, entity);
2013
2014         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2015                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2016 }
2017
2018 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2019 {
2020     entity wp = M_ARGV(0, entity);
2021     entity to = M_ARGV(1, entity);
2022     int sf = M_ARGV(2, int);
2023     int wp_flag = M_ARGV(3, int);
2024
2025         if(sf & 16)
2026         {
2027                 if(wp.owner.classname == "onslaught_controlpoint")
2028                 {
2029                         entity wp_owner = wp.owner;
2030                         entity e = WaypointSprite_getviewentity(to);
2031                         if(SAME_TEAM(e, wp_owner) && GetResourceAmount(wp_owner.goalentity, RESOURCE_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2032                         if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2033                 }
2034                 if(wp.owner.classname == "onslaught_generator")
2035                 {
2036                         entity wp_owner = wp.owner;
2037                         if(wp_owner.isshielded && GetResourceAmount(wp_owner, RESOURCE_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2038                         if(GetResourceAmount(wp_owner, RESOURCE_HEALTH) <= 0) { wp_flag |= 2; }
2039                 }
2040         }
2041
2042         M_ARGV(3, int) = wp_flag;
2043 }
2044
2045 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2046 {
2047         entity turret_target = M_ARGV(1, entity);
2048
2049         if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2050         {
2051                 M_ARGV(3, float) = -3;
2052                 return true;
2053         }
2054
2055         return false;
2056 }
2057
2058 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2059 {
2060     entity turret = M_ARGV(0, entity);
2061
2062         // ONS uses somewhat backwards linking.
2063         if(turret.target)
2064         {
2065                 entity e = find(NULL, targetname, turret.target);
2066                 if (e != NULL)
2067                         turret.team = e.team;
2068         }
2069
2070         if(turret.team != turret.tur_head.team)
2071                 turret_respawn(turret);
2072 }
2073
2074
2075 // ==========
2076 // Spawnfuncs
2077 // ==========
2078
2079 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2080   Link between control points.
2081
2082   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.
2083
2084 keys:
2085 "target" - first control point.
2086 "target2" - second control point.
2087  */
2088 spawnfunc(onslaught_link)
2089 {
2090         if(!g_onslaught) { delete(this); return; }
2091
2092         if (this.target == "" || this.target2 == "")
2093                 objerror(this, "target and target2 must be set\n");
2094
2095         this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2096         ons_worldlinklist = this;
2097
2098         InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2099         Net_LinkEntity(this, false, 0, ons_Link_Send);
2100 }
2101
2102 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2103   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2104
2105   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2106
2107 keys:
2108 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2109 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2110 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2111  */
2112
2113 spawnfunc(onslaught_controlpoint)
2114 {
2115         if(!g_onslaught) { delete(this); return; }
2116
2117         ons_ControlPoint_Setup(this);
2118 }
2119
2120 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2121   Base generator.
2122
2123   spawnfunc_onslaught_link entities can target this.
2124
2125 keys:
2126 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2127 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2128  */
2129 spawnfunc(onslaught_generator)
2130 {
2131         if(!g_onslaught) { delete(this); return; }
2132         if(!this.team) { objerror(this, "team must be set"); }
2133
2134         ons_GeneratorSetup(this);
2135 }
2136
2137 // scoreboard setup
2138 void ons_ScoreRules()
2139 {
2140         CheckAllowedTeams(NULL);
2141         int teams = 0;
2142         if(c1 >= 0) teams |= BIT(0);
2143         if(c2 >= 0) teams |= BIT(1);
2144         if(c3 >= 0) teams |= BIT(2);
2145         if(c4 >= 0) teams |= BIT(3);
2146         GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2147             field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2148             field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2149             field(SP_ONS_TAKES, "takes", 0);
2150         });
2151 }
2152
2153 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2154 {
2155         ons_ScoreRules();
2156
2157         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2158         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2159 }
2160
2161 void ons_Initialize()
2162 {
2163         g_onslaught = true;
2164         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2165
2166         cam = new(objective_camera);
2167
2168         InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);
2169 }