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Remove the engine STATE_ definitions so they can be redefined as common code
[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 #include <common/mapobjects/defs.qh>
6
7 bool g_onslaught;
8
9 float autocvar_g_onslaught_teleport_wait;
10 bool autocvar_g_onslaught_spawn_at_controlpoints;
11 bool autocvar_g_onslaught_spawn_at_generator;
12 float autocvar_g_onslaught_cp_proxydecap;
13 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
14 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
15 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
16 float autocvar_g_onslaught_spawn_at_controlpoints_random;
17 float autocvar_g_onslaught_spawn_at_generator_chance;
18 float autocvar_g_onslaught_spawn_at_generator_random;
19 float autocvar_g_onslaught_cp_buildhealth;
20 float autocvar_g_onslaught_cp_buildtime;
21 float autocvar_g_onslaught_cp_health;
22 float autocvar_g_onslaught_cp_regen;
23 float autocvar_g_onslaught_gen_health;
24 float autocvar_g_onslaught_shield_force = 100;
25 float autocvar_g_onslaught_allow_vehicle_touch;
26 float autocvar_g_onslaught_round_timelimit;
27 float autocvar_g_onslaught_warmup;
28 float autocvar_g_onslaught_teleport_radius;
29 float autocvar_g_onslaught_spawn_choose;
30 float autocvar_g_onslaught_click_radius;
31
32 entity cam;
33
34 // =======================
35 // CaptureShield Functions
36 // =======================
37
38 bool clientcamera_send(entity this, entity to, int sf)
39 {
40         WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
41
42         WriteVector(MSG_ENTITY, this.origin);
43
44         WriteAngleVector(MSG_ENTITY, this.angles);
45
46         return true;
47 }
48
49 bool ons_CaptureShield_Customize(entity this, entity client)
50 {
51         entity e = WaypointSprite_getviewentity(client);
52
53         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
54         if(SAME_TEAM(this, e)) { return false; }
55
56         return true;
57 }
58
59 void ons_CaptureShield_Touch(entity this, entity toucher)
60 {
61         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
62         if(!IS_PLAYER(toucher)) { return; }
63         if(SAME_TEAM(toucher, this)) { return; }
64
65         vector mymid = (this.absmin + this.absmax) * 0.5;
66         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
67
68         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
69
70         if(IS_REAL_CLIENT(toucher))
71         {
72                 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
73
74                 if(this.enemy.classname == "onslaught_generator")
75                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
76                 else
77                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
78         }
79 }
80
81 void ons_CaptureShield_Reset(entity this)
82 {
83         this.colormap = this.enemy.colormap;
84         this.team = this.enemy.team;
85 }
86
87 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
88 {
89         entity shield = new(ons_captureshield);
90         IL_PUSH(g_onsshields, shield);
91
92         shield.enemy = generator;
93         shield.team = generator.team;
94         shield.colormap = generator.colormap;
95         shield.reset = ons_CaptureShield_Reset;
96         settouch(shield, ons_CaptureShield_Touch);
97         setcefc(shield, ons_CaptureShield_Customize);
98         shield.effects = EF_ADDITIVE;
99         set_movetype(shield, MOVETYPE_NOCLIP);
100         shield.solid = SOLID_TRIGGER;
101         shield.avelocity = '7 0 11';
102         shield.scale = 1;
103         shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
104
105         precache_model(shield.model);
106         setorigin(shield, generator.origin);
107         _setmodel(shield, shield.model);
108         setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
109 }
110
111
112 // ==========
113 // Junk Pile
114 // ==========
115
116 void onslaught_updatelinks()
117 {
118         entity l;
119         // first check if the game has ended
120         LOG_DEBUG("--- updatelinks ---");
121         // mark generators as being shielded and networked
122         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
123         {
124                 if (l.iscaptured)
125                         LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
126                 else
127                         LOG_DEBUG(etos(l), " (generator) is destroyed");
128                 l.islinked = l.iscaptured;
129                 l.isshielded = l.iscaptured;
130                 l.sprite.SendFlags |= 16;
131         }
132         // mark points as shielded and not networked
133         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
134         {
135                 l.islinked = false;
136                 l.isshielded = true;
137                 l.aregensneighbor = 0;
138                 l.arecpsneighbor = 0;
139                 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
140                 l.sprite.SendFlags |= 16;
141         }
142         // flow power outward from the generators through the network
143         bool stop = false;
144         while (!stop)
145         {
146                 stop = true;
147                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
148                 {
149                         // if both points are captured by the same team, and only one of
150                         // them is powered, mark the other one as powered as well
151                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
152                                 if (l.enemy.islinked != l.goalentity.islinked)
153                                         if(SAME_TEAM(l.enemy, l.goalentity))
154                                         {
155                                                 if (!l.goalentity.islinked)
156                                                 {
157                                                         stop = false;
158                                                         l.goalentity.islinked = true;
159                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
160                                                 }
161                                                 else if (!l.enemy.islinked)
162                                                 {
163                                                         stop = false;
164                                                         l.enemy.islinked = true;
165                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
166                                                 }
167                                         }
168                 }
169         }
170         // now that we know which points are powered we can mark their neighbors
171         // as unshielded if team differs
172         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
173         {
174                 if (l.goalentity.islinked)
175                 {
176                         if(DIFF_TEAM(l.goalentity, l.enemy))
177                         {
178                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
179                                 l.enemy.isshielded = false;
180                         }
181                         if(l.goalentity.classname == "onslaught_generator")
182                                 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
183                         else
184                                 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
185                 }
186                 if (l.enemy.islinked)
187                 {
188                         if(DIFF_TEAM(l.goalentity, l.enemy))
189                         {
190                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
191                                 l.goalentity.isshielded = false;
192                         }
193                         if(l.enemy.classname == "onslaught_generator")
194                                 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
195                         else
196                                 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
197                 }
198         }
199         // now update the generators
200         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
201         {
202                 if (l.isshielded)
203                 {
204                         LOG_DEBUG(etos(l), " (generator) is shielded");
205                         l.takedamage = DAMAGE_NO;
206                         if(l.bot_attack)
207                                 IL_REMOVE(g_bot_targets, l);
208                         l.bot_attack = false;
209                 }
210                 else
211                 {
212                         LOG_DEBUG(etos(l), " (generator) is not shielded");
213                         l.takedamage = DAMAGE_AIM;
214                         if(!l.bot_attack)
215                                 IL_PUSH(g_bot_targets, l);
216                         l.bot_attack = true;
217                 }
218
219                 ons_Generator_UpdateSprite(l);
220         }
221         // now update the takedamage and alpha variables on control point icons
222         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
223         {
224                 if (l.isshielded)
225                 {
226                         LOG_DEBUG(etos(l), " (point) is shielded");
227                         if (l.goalentity)
228                         {
229                                 l.goalentity.takedamage = DAMAGE_NO;
230                                 if(l.goalentity.bot_attack)
231                                         IL_REMOVE(g_bot_targets, l.goalentity);
232                                 l.goalentity.bot_attack = false;
233                         }
234                 }
235                 else
236                 {
237                         LOG_DEBUG(etos(l), " (point) is not shielded");
238                         if (l.goalentity)
239                         {
240                                 l.goalentity.takedamage = DAMAGE_AIM;
241                                 if(!l.goalentity.bot_attack)
242                                         IL_PUSH(g_bot_targets, l.goalentity);
243                                 l.goalentity.bot_attack = true;
244                         }
245                 }
246                 ons_ControlPoint_UpdateSprite(l);
247         }
248         IL_EACH(g_onsshields, true,
249         {
250                 it.team = it.enemy.team;
251                 it.colormap = it.enemy.colormap;
252         });
253 }
254
255
256 // ===================
257 // Main Link Functions
258 // ===================
259
260 bool ons_Link_Send(entity this, entity to, int sendflags)
261 {
262         WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
263         WriteByte(MSG_ENTITY, sendflags);
264         if(sendflags & 1)
265         {
266                 WriteVector(MSG_ENTITY, this.goalentity.origin);
267         }
268         if(sendflags & 2)
269         {
270                 WriteVector(MSG_ENTITY, this.enemy.origin);
271         }
272         if(sendflags & 4)
273         {
274                 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
275         }
276         return true;
277 }
278
279 void ons_Link_CheckUpdate(entity this)
280 {
281         // TODO check if the two sides have moved (currently they won't move anyway)
282         float cc = 0, cc1 = 0, cc2 = 0;
283
284         if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
285         if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
286
287         cc = cc1 + cc2;
288
289         if(cc != this.clientcolors)
290         {
291                 this.clientcolors = cc;
292                 this.SendFlags |= 4;
293         }
294
295         this.nextthink = time;
296 }
297
298 void ons_DelayedLinkSetup(entity this)
299 {
300         this.goalentity = find(NULL, targetname, this.target);
301         this.enemy = find(NULL, targetname, this.target2);
302         if(!this.goalentity) { objerror(this, "can not find target\n"); }
303         if(!this.enemy) { objerror(this, "can not find target2\n"); }
304
305         LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
306         this.SendFlags |= 3;
307         setthink(this, ons_Link_CheckUpdate);
308         this.nextthink = time;
309 }
310
311
312 // =============================
313 // Main Control Point Functions
314 // =============================
315
316 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
317 {
318         if(cp.aregensneighbor & BIT(teamnum)) return 2;
319         if(cp.arecpsneighbor & BIT(teamnum)) return 1;
320
321         return 0;
322 }
323
324 int ons_ControlPoint_Attackable(entity cp, int teamnum)
325         // -2: SAME TEAM, attackable by enemy!
326         // -1: SAME TEAM!
327         // 0: off limits
328         // 1: attack it
329         // 2: touch it
330         // 3: attack it (HIGH PRIO)
331         // 4: touch it (HIGH PRIO)
332 {
333         int a;
334
335         if(cp.isshielded)
336         {
337                 return 0;
338         }
339         else if(cp.goalentity)
340         {
341                 // if there's already an icon built, nothing happens
342                 if(cp.team == teamnum)
343                 {
344                         a = ons_ControlPoint_CanBeLinked(cp, teamnum);
345                         if(a) // attackable by enemy?
346                                 return -2; // EMERGENCY!
347                         return -1;
348                 }
349                 // we know it can be linked, so no need to check
350                 // but...
351                 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
352                 if(a == 2) // near our generator?
353                         return 3; // EMERGENCY!
354                 return 1;
355         }
356         else
357         {
358                 // free point
359                 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
360                 {
361                         a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
362                         if(a == 2)
363                                 return 4; // GET THIS ONE NOW!
364                         else
365                                 return 2; // TOUCH ME
366                 }
367         }
368         return 0;
369 }
370
371 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
372 {
373         if(damage <= 0) { return; }
374
375         if (this.owner.isshielded)
376         {
377                 // this is protected by a shield, so ignore the damage
378                 if (time > this.pain_finished)
379                         if (IS_PLAYER(attacker))
380                         {
381                                 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
382                                 this.pain_finished = time + 1;
383                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
384                         }
385
386                 return;
387         }
388
389         if(IS_PLAYER(attacker))
390         if(time - ons_notification_time[this.team] > 10)
391         {
392                 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
393                 ons_notification_time[this.team] = time;
394         }
395
396         TakeResource(this, RES_HEALTH, damage);
397         if(this.owner.iscaptured)
398                 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
399         else
400                 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
401         this.pain_finished = time + 1;
402         // particles on every hit
403         pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
404         //sound on every hit
405         if (random() < 0.5)
406                 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
407         else
408                 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
409
410         if (GetResource(this, RES_HEALTH) < 0)
411         {
412                 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
413                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
414                 if (this.owner.message != "")
415                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
416                 else
417                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
418
419                 GameRules_scoring_add(attacker, ONS_TAKES, 1);
420                 GameRules_scoring_add(attacker, SCORE, 10);
421
422                 this.owner.goalentity = NULL;
423                 this.owner.islinked = false;
424                 this.owner.iscaptured = false;
425                 this.owner.team = 0;
426                 this.owner.colormap = 1024;
427
428                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
429
430                 onslaught_updatelinks();
431
432                 // Use targets now (somebody make sure this is in the right place..)
433                 SUB_UseTargets(this.owner, this, NULL);
434
435                 this.owner.waslinked = this.owner.islinked;
436                 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
437                         setmodel(this.owner, MDL_ONS_CP_PAD1);
438                 //setsize(this, '-32 -32 0', '32 32 8');
439
440                 delete(this);
441         }
442
443         this.SendFlags |= CPSF_STATUS;
444 }
445
446 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
447 {
448         float hlth = GetResource(targ, RES_HEALTH);
449         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
450         if (hlth <= 0 || hlth >= true_limit)
451                 return false;
452
453         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
454         hlth = GetResource(targ, RES_HEALTH);
455         if(targ.owner.iscaptured)
456                 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
457         else
458                 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
459         targ.SendFlags |= CPSF_STATUS;
460         return true;
461 }
462
463 void ons_ControlPoint_Icon_Think(entity this)
464 {
465         this.nextthink = time + ONS_CP_THINKRATE;
466
467         if(autocvar_g_onslaught_cp_proxydecap)
468         {
469                 int _enemy_count = 0;
470                 int _friendly_count = 0;
471
472                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
473                         if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
474                         {
475                                 if(SAME_TEAM(it, this))
476                                         ++_friendly_count;
477                                 else
478                                         ++_enemy_count;
479                         }
480                 });
481
482                 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
483                 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
484
485                 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
486                 this.SendFlags |= CPSF_STATUS;
487                 if(GetResource(this, RES_HEALTH) <= 0)
488                 {
489                         ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
490                         return;
491                 }
492         }
493
494         if (time > this.pain_finished + 5)
495         {
496                 if(GetResource(this, RES_HEALTH) < this.max_health)
497                 {
498                         GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
499                         WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
500                 }
501         }
502
503         if(this.owner.islinked != this.owner.waslinked)
504         {
505                 // unteam the spawnpoint if needed
506                 int t = this.owner.team;
507                 if(!this.owner.islinked)
508                         this.owner.team = 0;
509
510                 SUB_UseTargets(this.owner, this, NULL);
511
512                 this.owner.team = t;
513
514                 this.owner.waslinked = this.owner.islinked;
515         }
516
517         // damaged fx
518         if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
519         {
520                 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
521
522                 if(random() > 0.8)
523                         sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
524                 else if (random() > 0.5)
525                         sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
526         }
527 }
528
529 void ons_ControlPoint_Icon_BuildThink(entity this)
530 {
531         int a;
532
533         this.nextthink = time + ONS_CP_THINKRATE;
534
535         // only do this if there is power
536         a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
537         if(!a)
538                 return;
539
540         GiveResource(this, RES_HEALTH, this.count);
541
542         this.SendFlags |= CPSF_STATUS;
543
544         if (GetResource(this, RES_HEALTH) >= this.max_health)
545         {
546                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
547                 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
548                 setthink(this, ons_ControlPoint_Icon_Think);
549                 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
550                 this.owner.iscaptured = true;
551                 this.solid = SOLID_BBOX;
552
553                 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
554
555                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
556                 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
557
558                 if(IS_PLAYER(this.owner.ons_toucher))
559                 {
560                         if(this.owner.message != "")
561                         {
562                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
563                                 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);
564                                 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
565                         }
566                         else
567                         {
568                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
569                                 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
570                                 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
571                         }
572                         GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
573                         GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
574                 }
575
576                 this.owner.ons_toucher = NULL;
577
578                 onslaught_updatelinks();
579
580                 // Use targets now (somebody make sure this is in the right place..)
581                 SUB_UseTargets(this.owner, this, NULL);
582
583                 this.SendFlags |= CPSF_SETUP;
584         }
585         if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
586                 setmodel(this.owner, MDL_ONS_CP_PAD2);
587
588         if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
589                 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
590 }
591
592 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
593
594 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
595 {
596         entity e = new(onslaught_controlpoint_icon);
597
598         setsize(e, CPICON_MIN, CPICON_MAX);
599         setorigin(e, cp.origin + CPICON_OFFSET);
600
601         e.owner = cp;
602         e.max_health = autocvar_g_onslaught_cp_health;
603         SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
604         e.solid = SOLID_NOT;
605         e.takedamage = DAMAGE_AIM;
606         e.bot_attack = true;
607         IL_PUSH(g_bot_targets, e);
608         e.event_damage = ons_ControlPoint_Icon_Damage;
609         e.event_heal = ons_ControlPoint_Icon_Heal;
610         e.team = player.team;
611         e.colormap = 1024 + (e.team - 1) * 17;
612         e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
613
614         sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
615
616         cp.goalentity = e;
617         cp.team = e.team;
618         cp.colormap = e.colormap;
619
620         Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
621
622         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
623         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
624         cp.sprite.SendFlags |= 16;
625
626         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
627 }
628
629 entity ons_ControlPoint_Waypoint(entity e)
630 {
631         if(e.team)
632         {
633                 int a = ons_ControlPoint_Attackable(e, e.team);
634
635                 if(a == -2) { return WP_OnsCPDefend; } // defend now
636                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
637                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
638         }
639         else
640                 return WP_OnsCP;
641
642         return WP_Null;
643 }
644
645 void ons_ControlPoint_UpdateSprite(entity e)
646 {
647         entity s1 = ons_ControlPoint_Waypoint(e);
648         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
649
650         bool sh;
651         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));
652
653         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
654         {
655                 if(e.iscaptured) // don't mess up build bars!
656                 {
657                         if(sh)
658                         {
659                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
660                         }
661                         else
662                         {
663                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
664                                 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
665                         }
666                 }
667                 if(e.lastshielded)
668                 {
669                         if(e.team)
670                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
671                         else
672                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
673                 }
674                 else
675                 {
676                         if(e.team)
677                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
678                         else
679                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
680                 }
681                 WaypointSprite_Ping(e.sprite);
682
683                 e.lastteam = e.team + 2;
684                 e.lastshielded = sh;
685                 e.lastcaptured = e.iscaptured;
686         }
687 }
688
689 void ons_ControlPoint_Touch(entity this, entity toucher)
690 {
691         int attackable;
692
693         if(IS_VEHICLE(toucher) && toucher.owner)
694         {
695                 if (!autocvar_g_onslaught_allow_vehicle_touch)
696                         return;
697                 toucher = toucher.owner;
698         }
699
700         if(!IS_PLAYER(toucher)) { return; }
701         if(STAT(FROZEN, toucher)) { return; }
702         if(IS_DEAD(toucher)) { return; }
703
704         if ( SAME_TEAM(this,toucher) )
705         if ( this.iscaptured )
706         {
707                 if(time <= toucher.teleport_antispam)
708                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
709                 else
710                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
711         }
712
713         attackable = ons_ControlPoint_Attackable(this, toucher.team);
714         if(attackable != 2 && attackable != 4)
715                 return;
716         // we've verified that this player has a legitimate claim to this point,
717         // so start building the captured point icon (which only captures this
718         // point if it successfully builds without being destroyed first)
719         ons_ControlPoint_Icon_Spawn(this, toucher);
720
721         this.ons_toucher = toucher;
722
723         onslaught_updatelinks();
724 }
725
726 void ons_ControlPoint_Think(entity this)
727 {
728         this.nextthink = time + ONS_CP_THINKRATE;
729         CSQCMODEL_AUTOUPDATE(this);
730 }
731
732 void ons_ControlPoint_Reset(entity this)
733 {
734         if(this.goalentity)
735                 delete(this.goalentity);
736
737         this.goalentity = NULL;
738         this.team = 0;
739         this.colormap = 1024;
740         this.iscaptured = false;
741         this.islinked = false;
742         this.isshielded = true;
743         setthink(this, ons_ControlPoint_Think);
744         this.ons_toucher = NULL;
745         this.nextthink = time + ONS_CP_THINKRATE;
746         setmodel(this, MDL_ONS_CP_PAD1);
747
748         WaypointSprite_UpdateMaxHealth(this.sprite, 0);
749         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
750
751         onslaught_updatelinks();
752
753         SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
754
755         CSQCMODEL_AUTOUPDATE(this);
756 }
757
758 void ons_DelayedControlPoint_Setup(entity this)
759 {
760         onslaught_updatelinks();
761
762         // captureshield setup
763         ons_CaptureShield_Spawn(this, false);
764
765         CSQCMODEL_AUTOINIT(this);
766 }
767
768 void ons_ControlPoint_Setup(entity cp)
769 {
770         // main setup
771         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
772         ons_worldcplist = cp;
773
774         cp.netname = "Control point";
775         cp.team = 0;
776         cp.solid = SOLID_BBOX;
777         set_movetype(cp, MOVETYPE_NONE);
778         settouch(cp, ons_ControlPoint_Touch);
779         setthink(cp, ons_ControlPoint_Think);
780         cp.nextthink = time + ONS_CP_THINKRATE;
781         cp.reset = ons_ControlPoint_Reset;
782         cp.colormap = 1024;
783         cp.iscaptured = false;
784         cp.islinked = false;
785         cp.isshielded = true;
786
787         // appearence
788         setmodel(cp, MDL_ONS_CP_PAD1);
789
790         // control point placement
791         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
792         {
793                 cp.noalign = true;
794                 set_movetype(cp, MOVETYPE_NONE);
795         }
796         else // drop to floor, automatically find a platform and set that as spawn origin
797         {
798                 setorigin(cp, cp.origin + '0 0 20');
799                 cp.noalign = false;
800                 droptofloor(cp);
801                 set_movetype(cp, MOVETYPE_TOSS);
802         }
803
804         // waypointsprites
805         WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
806         WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
807
808         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
809 }
810
811
812 // =========================
813 // Main Generator Functions
814 // =========================
815
816 entity ons_Generator_Waypoint(entity e)
817 {
818         if (e.isshielded)
819                 return WP_OnsGenShielded;
820         return WP_OnsGen;
821 }
822
823 void ons_Generator_UpdateSprite(entity e)
824 {
825         entity s1 = ons_Generator_Waypoint(e);
826         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
827
828         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
829         {
830                 e.lastteam = e.team + 2;
831                 e.lastshielded = e.isshielded;
832                 if(e.lastshielded)
833                 {
834                         if(e.team)
835                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
836                         else
837                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
838                 }
839                 else
840                 {
841                         if(e.team)
842                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
843                         else
844                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
845                 }
846                 WaypointSprite_Ping(e.sprite);
847         }
848 }
849
850 void ons_camSetup(entity this)
851 {
852         vector dir;
853         vector ang = '0 0 0';
854         vector best_ang = '0 0 0';
855         float best_trace_fraction = 0;
856         while(ang.y < 360)
857         {
858                 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
859                 dir *= 500;
860                 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
861                 if(trace_fraction > best_trace_fraction)
862                 {
863                         best_trace_fraction = trace_fraction;
864                         best_ang = ang;
865                         if(trace_fraction == 1)
866                                 break;
867                 }
868                 ang.y += 90;
869                 if(ang.y == 360)
870                         ang.y = 45;
871         }
872         cam.origin = this.origin;
873         setorigin(cam, cam.origin);
874         cam.angles = best_ang;
875         Net_LinkEntity(cam, false, 0, clientcamera_send);
876
877         FOREACH_CLIENT(true, it.clientcamera = cam;);
878
879         // NOTE: engine networked
880         WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
881         WriteAngle(MSG_ALL, cam.angles_x);
882         WriteAngle(MSG_ALL, cam.angles_y);
883         WriteAngle(MSG_ALL, cam.angles_z);
884 }
885
886 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
887 {
888         if(damage <= 0) return;
889         if(warmup_stage || game_stopped) return;
890         if(!round_handler_IsRoundStarted()) return;
891
892         if (attacker != this)
893         {
894                 if (this.isshielded)
895                 {
896                         // generator is protected by a shield, so ignore the damage
897                         if (time > this.pain_finished)
898                                 if (IS_PLAYER(attacker))
899                                 {
900                                         play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
901                                         attacker.typehitsound += 1;
902                                         this.pain_finished = time + 1;
903                                 }
904                         return;
905                 }
906                 if (time > this.pain_finished)
907                 {
908                         this.pain_finished = time + 10;
909                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
910                         play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
911                 }
912         }
913         TakeResource(this, RES_HEALTH, damage);
914         float hlth = GetResource(this, RES_HEALTH);
915         WaypointSprite_UpdateHealth(this.sprite, hlth);
916         // choose an animation frame based on health
917         this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
918         // see if the generator is still functional, or dying
919         if (hlth > 0)
920         {
921                 this.lasthealth = hlth;
922         }
923         else
924         {
925                 if (attacker == this)
926                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
927                 else
928                 {
929                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
930                         GameRules_scoring_add(attacker, SCORE, 100);
931                 }
932                 this.iscaptured = false;
933                 this.islinked = false;
934                 this.isshielded = false;
935                 this.takedamage = DAMAGE_NO; // can't be hurt anymore
936                 this.event_damage = func_null; // won't do anything if hurt
937                 this.event_heal = func_null;
938                 this.count = 0; // reset counter
939                 setthink(this, func_null);
940                 this.nextthink = 0;
941                 //this.think(); // do the first explosion now
942
943                 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
944                 WaypointSprite_Ping(this.sprite);
945                 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
946
947                 onslaught_updatelinks();
948
949                 ons_camSetup(this);
950         }
951
952         // Throw some flaming gibs on damage, more damage = more chance for gib
953         if(random() < damage/220)
954         {
955                 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
956         }
957         else
958         {
959                 // particles on every hit
960                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
961
962                 //sound on every hit
963                 if (random() < 0.5)
964                         sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
965                 else
966                         sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
967         }
968
969         this.SendFlags |= GSF_STATUS;
970 }
971
972 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
973 {
974         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
975         float hlth = GetResource(targ, RES_HEALTH);
976         if (hlth <= 0 || hlth >= true_limit)
977                 return false;
978
979         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
980         hlth = GetResource(targ, RES_HEALTH);
981         WaypointSprite_UpdateHealth(targ.sprite, hlth);
982         targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
983         targ.lasthealth = hlth;
984         targ.SendFlags |= GSF_STATUS;
985         return true;
986 }
987
988 void ons_GeneratorThink(entity this)
989 {
990         this.nextthink = time + GEN_THINKRATE;
991
992         if (game_stopped || this.isshielded || time < this.wait)
993                 return;
994
995         this.wait = time + 5;
996         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
997         {
998                 if (SAME_TEAM(it, this))
999                 {
1000                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1001                         msg_entity = it;
1002                         soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1003                 }
1004                 else
1005                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1006         });
1007 }
1008
1009 void ons_GeneratorReset(entity this)
1010 {
1011         this.team = this.team_saved;
1012         SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1013         this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1014         this.takedamage = DAMAGE_AIM;
1015         this.bot_attack = true;
1016         if(!IL_CONTAINS(g_bot_targets, this))
1017                 IL_PUSH(g_bot_targets, this);
1018         this.iscaptured = true;
1019         this.islinked = true;
1020         this.isshielded = true;
1021         this.event_damage = ons_GeneratorDamage;
1022         this.event_heal = ons_GeneratorHeal;
1023         setthink(this, ons_GeneratorThink);
1024         this.nextthink = time + GEN_THINKRATE;
1025
1026         Net_LinkEntity(this, false, 0, generator_send);
1027
1028         this.SendFlags = GSF_SETUP; // just incase
1029         this.SendFlags |= GSF_STATUS;
1030
1031         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1032         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1033         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1034
1035         onslaught_updatelinks();
1036 }
1037
1038 void ons_DelayedGeneratorSetup(entity this)
1039 {
1040         // bot waypoints
1041         waypoint_spawnforitem_force(this, this.origin);
1042         this.nearestwaypointtimeout = 0; // activate waypointing again
1043         this.bot_basewaypoint = this.nearestwaypoint;
1044
1045         // captureshield setup
1046         ons_CaptureShield_Spawn(this, true);
1047
1048         onslaught_updatelinks();
1049
1050         Net_LinkEntity(this, false, 0, generator_send);
1051 }
1052
1053
1054 void onslaught_generator_touch(entity this, entity toucher)
1055 {
1056         if ( IS_PLAYER(toucher) )
1057         if ( SAME_TEAM(this,toucher) )
1058         if ( this.iscaptured )
1059         {
1060                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1061         }
1062 }
1063
1064 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1065 {
1066         // declarations
1067         int teamnum = gen.team;
1068
1069         // main setup
1070         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1071         ons_worldgeneratorlist = gen;
1072
1073         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1074         gen.classname = "onslaught_generator";
1075         gen.solid = SOLID_BBOX;
1076         gen.team_saved = teamnum;
1077         IL_PUSH(g_saved_team, gen);
1078         set_movetype(gen, MOVETYPE_NONE);
1079         gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1080         SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1081         gen.takedamage = DAMAGE_AIM;
1082         gen.bot_attack = true;
1083         IL_PUSH(g_bot_targets, gen);
1084         gen.event_damage = ons_GeneratorDamage;
1085         gen.event_heal = ons_GeneratorHeal;
1086         gen.reset = ons_GeneratorReset;
1087         setthink(gen, ons_GeneratorThink);
1088         gen.nextthink = time + GEN_THINKRATE;
1089         gen.iscaptured = true;
1090         gen.islinked = true;
1091         gen.isshielded = true;
1092         settouch(gen, onslaught_generator_touch);
1093
1094         // appearence
1095         // model handled by CSQC
1096         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1097         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1098         gen.colormap = 1024 + (teamnum - 1) * 17;
1099
1100         // generator placement
1101         droptofloor(gen);
1102
1103         // waypointsprites
1104         WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1105         WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1106         WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1107         WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1108
1109         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1110 }
1111
1112
1113 // ===============
1114 //  Round Handler
1115 // ===============
1116
1117 int total_generators;
1118 void Onslaught_count_generators()
1119 {
1120         entity e;
1121         total_generators = 0;
1122         for (int i = 1; i <= NUM_TEAMS; ++i)
1123         {
1124                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
1125         }
1126         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1127         {
1128                 ++total_generators;
1129                 if (GetResource(e, RES_HEALTH) < 1)
1130                 {
1131                         continue;
1132                 }
1133                 entity team_ = Entity_GetTeam(e);
1134                 int num_control_points = Team_GetNumberOfControlPoints(team_);
1135                 ++num_control_points;
1136                 Team_SetNumberOfControlPoints(team_, num_control_points);
1137         }
1138 }
1139
1140 int Onslaught_GetWinnerTeam()
1141 {
1142         int winner_team = 0;
1143         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) >= 1)
1144         {
1145                 winner_team = NUM_TEAM_1;
1146         }
1147         for (int i = 2; i <= NUM_TEAMS; ++i)
1148         {
1149                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) >= 1)
1150                 {
1151                         if (winner_team != 0)
1152                         {
1153                                 return 0;
1154                         }
1155                         winner_team = Team_IndexToTeam(i);
1156                 }
1157         }
1158         if (winner_team)
1159         {
1160                 return winner_team;
1161         }
1162         return -1; // no generators left?
1163 }
1164
1165 void nades_Clear(entity e);
1166
1167 bool Onslaught_CheckWinner()
1168 {
1169         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1170         {
1171                 ons_stalemate = true;
1172
1173                 if (!wpforenemy_announced)
1174                 {
1175                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1176                         sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1177
1178                         wpforenemy_announced = true;
1179                 }
1180
1181                 entity tmp_entity; // temporary entity
1182                 float d;
1183                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1184                 {
1185                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1186                         // control points reduce the overtime duration.
1187                         d = 1;
1188                         entity e;
1189                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1190                         {
1191                                 if(DIFF_TEAM(e, tmp_entity))
1192                                 if(e.islinked)
1193                                         d = d + 1;
1194                         }
1195
1196                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1197                                 d = d * tmp_entity.max_health;
1198                         else
1199                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1200
1201                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1202
1203                         tmp_entity.sprite.SendFlags |= 16;
1204
1205                         tmp_entity.ons_overtime_damagedelay = time + 1;
1206                 }
1207         }
1208         else { wpforenemy_announced = false; ons_stalemate = false; }
1209
1210         Onslaught_count_generators();
1211
1212         if (Team_GetNumberOfTeamsWithControlPoints() > 1)
1213         {
1214                 return 0;
1215         }
1216
1217         int winner_team = Onslaught_GetWinnerTeam();
1218
1219         if(winner_team > 0)
1220         {
1221                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1222                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1223                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1224         }
1225         else if(winner_team == -1)
1226         {
1227                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1228                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1229         }
1230
1231         ons_stalemate = false;
1232
1233         play2all(SND(CTF_CAPTURE(winner_team)));
1234
1235         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1236
1237         FOREACH_CLIENT(IS_PLAYER(it), {
1238                 STAT(ROUNDLOST, it) = true;
1239                 it.player_blocked = true;
1240
1241                 nades_Clear(it);
1242         });
1243
1244         game_stopped = true;
1245         return 1;
1246 }
1247
1248 bool Onslaught_CheckPlayers()
1249 {
1250         return 1;
1251 }
1252
1253 void Onslaught_RoundStart()
1254 {
1255         entity tmp_entity;
1256         FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1257
1258         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1259                 tmp_entity.sprite.SendFlags |= 16;
1260
1261         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1262                 tmp_entity.sprite.SendFlags |= 16;
1263 }
1264
1265
1266 // ================
1267 // Bot player logic
1268 // ================
1269
1270 // NOTE: LEGACY CODE, needs to be re-written!
1271
1272 void havocbot_role_ons_setrole(entity this, int role)
1273 {
1274         switch(role)
1275         {
1276                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1277                         LOG_DEBUG(this.netname, " switched to defense");
1278                         this.havocbot_role = havocbot_role_ons_defense;
1279                         this.havocbot_role_timeout = 0;
1280                         break;
1281                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1282                         LOG_DEBUG(this.netname, " switched to assistant");
1283                         this.havocbot_role = havocbot_role_ons_assistant;
1284                         this.havocbot_role_timeout = 0;
1285                         break;
1286                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1287                         LOG_DEBUG(this.netname, " switched to offense");
1288                         this.havocbot_role = havocbot_role_ons_offense;
1289                         this.havocbot_role_timeout = 0;
1290                         break;
1291         }
1292 }
1293
1294 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1295 {
1296         entity cp, cp1, cp2, best, wp;
1297         float radius, bestvalue;
1298         int c;
1299         bool found;
1300
1301         // Filter control points
1302         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1303         {
1304                 cp2.wpcost = c = 0;
1305                 cp2.wpconsidered = false;
1306
1307                 if(cp2.isshielded)
1308                         continue;
1309
1310                 // Ignore owned controlpoints
1311                 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1312                         continue;
1313
1314                 // Count team mates interested in this control point
1315                 // (easier and cleaner than keeping counters per cp and teams)
1316                 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1317                         if(SAME_TEAM(it, this))
1318                         if(it.havocbot_role == havocbot_role_ons_offense)
1319                         if(it.havocbot_ons_target == cp2)
1320                                 ++c;
1321                 });
1322
1323                 // NOTE: probably decrease the cost of attackable control points
1324                 cp2.wpcost = c;
1325                 cp2.wpconsidered = true;
1326         }
1327
1328         // We'll consider only the best case
1329         bestvalue = FLOAT_MAX;
1330         cp = NULL;
1331         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1332         {
1333                 if (!cp1.wpconsidered)
1334                         continue;
1335
1336                 if(cp1.wpcost<bestvalue)
1337                 {
1338                         bestvalue = cp1.wpcost;
1339                         cp = cp1;
1340                         this.havocbot_ons_target = cp1;
1341                 }
1342         }
1343
1344         if (!cp)
1345                 return;
1346
1347         LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1348
1349         if(cp.goalentity)
1350         {
1351                 // Should be attacked
1352                 // Rate waypoints near it
1353                 found = false;
1354                 best = NULL;
1355                 bestvalue = FLOAT_MAX;
1356                 for (radius = 500; radius <= 1000 && !found; radius += 500)
1357                 {
1358                         IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1359                         {
1360                                 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1361                                 {
1362                                         found = true;
1363                                         if (it.cnt < bestvalue)
1364                                         {
1365                                                 best = it;
1366                                                 bestvalue = it.cnt;
1367                                         }
1368                                 }
1369                         });
1370                 }
1371
1372                 if(best)
1373                 {
1374                         navigation_routerating(this, best, ratingscale, 10000);
1375                         best.cnt += 1;
1376
1377                         this.havocbot_attack_time = 0;
1378                         if(checkpvs(this.origin + this.view_ofs, cp))
1379                         if(checkpvs(this.origin + this.view_ofs, best))
1380                                 this.havocbot_attack_time = time + 2;
1381                 }
1382                 else
1383                 {
1384                         navigation_routerating(this, cp, ratingscale, 10000);
1385                 }
1386                 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1387         }
1388         else
1389         {
1390                 // Should be touched
1391                 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1392                 navigation_routerating(this, cp, ratingscale * 2, 10000);
1393         }
1394 }
1395
1396 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1397 {
1398         entity g, wp, bestwp;
1399         bool found;
1400         int bestvalue;
1401
1402         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1403         {
1404                 if(SAME_TEAM(g, this) || g.isshielded)
1405                         continue;
1406
1407                 // Should be attacked
1408                 // Rate waypoints near it
1409                 found = false;
1410                 bestwp = NULL;
1411                 bestvalue = FLOAT_MAX;
1412
1413                 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1414                 {
1415                         if (checkpvs(it.origin, g))
1416                         {
1417                                 found = true;
1418                                 if (it.cnt < bestvalue)
1419                                 {
1420                                         bestwp = it;
1421                                         bestvalue = it.cnt;
1422                                 }
1423                         }
1424                 });
1425
1426                 if(bestwp)
1427                 {
1428                         LOG_DEBUG("waypoints found around generator");
1429                         navigation_routerating(this, bestwp, ratingscale, 10000);
1430                         bestwp.cnt += 1;
1431
1432                         this.havocbot_attack_time = 0;
1433                         if(checkpvs(this.origin + this.view_ofs, g))
1434                         if(checkpvs(this.origin + this.view_ofs, bestwp))
1435                                 this.havocbot_attack_time = time + 5;
1436
1437                         return true;
1438                 }
1439                 else
1440                 {
1441                         LOG_DEBUG("generator found without waypoints around");
1442                         // if there aren't waypoints near the generator go straight to it
1443                         navigation_routerating(this, g, ratingscale, 10000);
1444                         this.havocbot_attack_time = 0;
1445                         return true;
1446                 }
1447         }
1448         return false;
1449 }
1450
1451 void havocbot_role_ons_offense(entity this)
1452 {
1453         if(IS_DEAD(this))
1454         {
1455                 this.havocbot_attack_time = 0;
1456                 havocbot_ons_reset_role(this);
1457                 return;
1458         }
1459
1460         // Set the role timeout if necessary
1461         if (!this.havocbot_role_timeout)
1462                 this.havocbot_role_timeout = time + 120;
1463
1464         if (time > this.havocbot_role_timeout)
1465         {
1466                 havocbot_ons_reset_role(this);
1467                 return;
1468         }
1469
1470         if(this.havocbot_attack_time>time)
1471                 return;
1472
1473         if (navigation_goalrating_timeout(this))
1474         {
1475                 navigation_goalrating_start(this);
1476                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1477                 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1478                         havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1479                 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1480                 navigation_goalrating_end(this);
1481
1482                 navigation_goalrating_timeout_set(this);
1483         }
1484 }
1485
1486 void havocbot_role_ons_assistant(entity this)
1487 {
1488         havocbot_ons_reset_role(this);
1489 }
1490
1491 void havocbot_role_ons_defense(entity this)
1492 {
1493         havocbot_ons_reset_role(this);
1494 }
1495
1496 void havocbot_ons_reset_role(entity this)
1497 {
1498         if(IS_DEAD(this))
1499                 return;
1500
1501         this.havocbot_ons_target = NULL;
1502
1503         // TODO: Defend control points or generator if necessary
1504
1505         havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1506 }
1507
1508
1509 /*
1510  * Find control point or generator owned by the same team self which is nearest to pos
1511  * if max_dist is positive, only control points within this range will be considered
1512  */
1513 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1514 {
1515         entity closest_target = NULL;
1516         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1517         {
1518                 if(SAME_TEAM(cp, this))
1519                 if(cp.iscaptured)
1520                 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1521                 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1522                         closest_target = cp;
1523         }
1524         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1525         {
1526                 if(SAME_TEAM(gen, this))
1527                 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1528                 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1529                         closest_target = gen;
1530         }
1531
1532         return closest_target;
1533 }
1534
1535 /*
1536  * Find control point or generator owned by the same team self which is nearest to pos
1537  * if max_dist is positive, only control points within this range will be considered
1538  * This function only check distances on the XY plane, disregarding Z
1539  */
1540 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1541 {
1542         entity closest_target = NULL;
1543         vector delta;
1544         float smallest_distance = 0, distance;
1545
1546         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1547         {
1548                 delta = cp.origin - pos;
1549                 delta_z = 0;
1550                 distance = vlen(delta);
1551
1552                 if(SAME_TEAM(cp, this))
1553                 if(cp.iscaptured)
1554                 if(max_dist <= 0 || distance <= max_dist)
1555                 if(closest_target == NULL || distance <= smallest_distance )
1556                 {
1557                         closest_target = cp;
1558                         smallest_distance = distance;
1559                 }
1560         }
1561         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1562         {
1563                 delta = gen.origin - pos;
1564                 delta_z = 0;
1565                 distance = vlen(delta);
1566
1567                 if(SAME_TEAM(gen, this))
1568                 if(max_dist <= 0 || distance <= max_dist)
1569                 if(closest_target == NULL || distance <= smallest_distance )
1570                 {
1571                         closest_target = gen;
1572                         smallest_distance = distance;
1573                 }
1574         }
1575
1576         return closest_target;
1577 }
1578 /**
1579  * find the number of control points and generators in the same team as this
1580  */
1581 int ons_Count_SelfControlPoints(entity this)
1582 {
1583         int n = 0;
1584         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1585         {
1586                 if(SAME_TEAM(cp, this))
1587                 if(cp.iscaptured)
1588                         n++;
1589         }
1590         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1591         {
1592                 if(SAME_TEAM(gen, this))
1593                         n++;
1594         }
1595         return n;
1596 }
1597
1598 /**
1599  * Teleport player to a random position near tele_target
1600  * if tele_effects is true, teleport sound+particles are created
1601  * return false on failure
1602  */
1603 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1604 {
1605         if ( !tele_target )
1606                 return false;
1607
1608         int i;
1609         vector loc;
1610         float theta;
1611         // narrow the range for each iteration to increase chances that a spawnpoint
1612         // can be found even if there's little room around the control point
1613         float iteration_scale = 1;
1614         for(i = 0; i < 16; ++i)
1615         {
1616                 iteration_scale -= i / 16;
1617                 theta = random() * 2 * M_PI;
1618                 loc_y = sin(theta);
1619                 loc_x = cos(theta);
1620                 loc_z = 0;
1621                 loc *= random() * range * iteration_scale;
1622
1623                 loc += tele_target.origin + '0 0 128' * iteration_scale;
1624
1625                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1626                 if(trace_fraction == 1.0 && !trace_startsolid)
1627                 {
1628                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1629                         if(trace_fraction == 1.0 && !trace_startsolid)
1630                         {
1631                                 if ( tele_effects )
1632                                 {
1633                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1634                                         sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1635                                 }
1636                                 setorigin(player, loc);
1637                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1638                                 makevectors(player.angles);
1639                                 player.fixangle = true;
1640                                 if (IS_BOT_CLIENT(player))
1641                                 {
1642                                         player.v_angle = player.angles;
1643                                         bot_aim_reset(player);
1644                                 }
1645                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1646
1647                                 if ( tele_effects )
1648                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1649                                 return true;
1650                         }
1651                 }
1652         }
1653
1654         return false;
1655 }
1656
1657 // ==============
1658 // Hook Functions
1659 // ==============
1660
1661 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1662 {
1663         FOREACH_CLIENT(IS_PLAYER(it), {
1664                 STAT(ROUNDLOST, it) = false;
1665                 it.ons_deathloc = '0 0 0';
1666                 PutClientInServer(it);
1667                 it.clientcamera = it;
1668         });
1669         return false;
1670 }
1671
1672 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1673 {
1674         entity player = M_ARGV(0, entity);
1675
1676         player.ons_deathloc = '0 0 0';
1677 }
1678
1679 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1680 {
1681         entity player = M_ARGV(0, entity);
1682
1683         player.ons_deathloc = '0 0 0';
1684 }
1685
1686 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1687 {
1688         entity player = M_ARGV(0, entity);
1689
1690         if(!round_handler_IsRoundStarted())
1691         {
1692                 player.player_blocked = true;
1693                 return false;
1694         }
1695
1696         entity l;
1697         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1698         {
1699                 l.sprite.SendFlags |= 16;
1700         }
1701         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1702         {
1703                 l.sprite.SendFlags |= 16;
1704         }
1705
1706         if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1707
1708         if ( autocvar_g_onslaught_spawn_choose )
1709         if ( player.ons_spawn_by )
1710         if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1711         {
1712                 player.ons_spawn_by = NULL;
1713                 return false;
1714         }
1715
1716         if(autocvar_g_onslaught_spawn_at_controlpoints)
1717         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1718         {
1719                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1720                 entity tmp_entity, closest_target = NULL;
1721                 vector spawn_loc = player.ons_deathloc;
1722
1723                 // new joining player or round reset, don't bother checking
1724                 if(spawn_loc == '0 0 0') { return false; }
1725
1726                 if(random_target) { RandomSelection_Init(); }
1727
1728                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1729                 {
1730                         if(SAME_TEAM(tmp_entity, player))
1731                         {
1732                                 if(random_target)
1733                                         RandomSelection_AddEnt(tmp_entity, 1, 1);
1734                                 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1735                                         closest_target = tmp_entity;
1736                         }
1737                 }
1738
1739                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1740
1741                 if(closest_target)
1742                 {
1743                         float i;
1744                         vector loc;
1745                         float iteration_scale = 1;
1746                         for(i = 0; i < 10; ++i)
1747                         {
1748                                 iteration_scale -= i / 10;
1749                                 loc = closest_target.origin + '0 0 96' * iteration_scale;
1750                                 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1751                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1752                                 if(trace_fraction == 1.0 && !trace_startsolid)
1753                                 {
1754                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1755                                         if(trace_fraction == 1.0 && !trace_startsolid)
1756                                         {
1757                                                 setorigin(player, loc);
1758                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1759                                                 return false;
1760                                         }
1761                                 }
1762                         }
1763                 }
1764         }
1765
1766         if(autocvar_g_onslaught_spawn_at_generator)
1767         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1768         {
1769                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1770                 entity tmp_entity, closest_target = NULL;
1771                 vector spawn_loc = player.ons_deathloc;
1772
1773                 // new joining player or round reset, don't bother checking
1774                 if(spawn_loc == '0 0 0') { return false; }
1775
1776                 if(random_target) { RandomSelection_Init(); }
1777
1778                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1779                 {
1780                         if(random_target)
1781                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1782                         else
1783                         {
1784                                 if(SAME_TEAM(tmp_entity, player))
1785                                 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1786                                         closest_target = tmp_entity;
1787                         }
1788                 }
1789
1790                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1791
1792                 if(closest_target)
1793                 {
1794                         float i;
1795                         vector loc;
1796                         float iteration_scale = 1;
1797                         for(i = 0; i < 10; ++i)
1798                         {
1799                                 iteration_scale -= i / 10;
1800                                 loc = closest_target.origin + '0 0 128' * iteration_scale;
1801                                 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1802                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1803                                 if(trace_fraction == 1.0 && !trace_startsolid)
1804                                 {
1805                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1806                                         if(trace_fraction == 1.0 && !trace_startsolid)
1807                                         {
1808                                                 setorigin(player, loc);
1809                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1810                                                 return false;
1811                                         }
1812                                 }
1813                         }
1814                 }
1815         }
1816
1817         return false;
1818 }
1819
1820 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1821 {
1822         entity frag_target = M_ARGV(2, entity);
1823
1824         frag_target.ons_deathloc = frag_target.origin;
1825         entity l;
1826         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1827         {
1828                 l.sprite.SendFlags |= 16;
1829         }
1830         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1831         {
1832                 l.sprite.SendFlags |= 16;
1833         }
1834
1835         if ( autocvar_g_onslaught_spawn_choose )
1836         if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1837                 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1838
1839         return false;
1840 }
1841
1842 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1843 {
1844         entity mon = M_ARGV(0, entity);
1845
1846         entity e = find(NULL, targetname, mon.target);
1847         if (e != NULL)
1848                 mon.team = e.team;
1849 }
1850
1851 void ons_MonsterSpawn_Delayed(entity this)
1852 {
1853         entity own = this.owner;
1854
1855         if(!own) { delete(this); return; }
1856
1857         if(own.targetname)
1858         {
1859                 entity e = find(NULL, target, own.targetname);
1860                 if(e != NULL)
1861                 {
1862                         own.team = e.team;
1863
1864                         own.use(own, e, NULL);
1865                 }
1866         }
1867
1868         delete(this);
1869 }
1870
1871 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1872 {
1873         entity mon = M_ARGV(0, entity);
1874
1875         entity e = spawn();
1876         e.owner = mon;
1877         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1878 }
1879
1880 void ons_TurretSpawn_Delayed(entity this)
1881 {
1882         entity own = this.owner;
1883
1884         if(!own) { delete(this); return; }
1885
1886         if(own.targetname)
1887         {
1888                 entity e = find(NULL, target, own.targetname);
1889                 if(e != NULL)
1890                 {
1891                         own.team = e.team;
1892                         own.active = ACTIVE_NOT;
1893
1894                         own.use(own, e, NULL);
1895                 }
1896         }
1897
1898         delete(this);
1899 }
1900
1901 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1902 {
1903         entity turret = M_ARGV(0, entity);
1904
1905         entity e = spawn();
1906         e.owner = turret;
1907         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1908
1909         return false;
1910 }
1911
1912 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1913 {
1914         entity bot = M_ARGV(0, entity);
1915
1916         havocbot_ons_reset_role(bot);
1917         return true;
1918 }
1919
1920 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1921 {
1922         // onslaught is special
1923         for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1924         {
1925                 if (Team_IsValidTeam(tmp_entity.team))
1926                 {
1927                         M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1928                 }
1929         }
1930
1931         return true;
1932 }
1933
1934 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1935 {
1936         entity spectatee = M_ARGV(0, entity);
1937         entity client = M_ARGV(1, entity);
1938
1939         STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1940 }
1941
1942 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1943 {
1944         if(MUTATOR_RETURNVALUE) // command was already handled?
1945                 return false;
1946
1947         entity player = M_ARGV(0, entity);
1948         string cmd_name = M_ARGV(1, string);
1949         int cmd_argc = M_ARGV(2, int);
1950
1951         if ( cmd_name == "ons_spawn" )
1952         {
1953                 vector pos = player.origin;
1954                 if(cmd_argc > 1)
1955                         pos_x = stof(argv(1));
1956                 if(cmd_argc > 2)
1957                         pos_y = stof(argv(2));
1958                 if(cmd_argc > 3)
1959                         pos_z = stof(argv(3));
1960
1961                 if ( IS_PLAYER(player) )
1962                 {
1963                         if ( !STAT(FROZEN, player) )
1964                         {
1965                                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1966
1967                                 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1968                                 {
1969                                         sprint(player, "\nYou need to be next to a control point\n");
1970                                         return true;
1971                                 }
1972
1973
1974                                 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1975
1976                                 if ( closest_target == NULL )
1977                                 {
1978                                         sprint(player, "\nNo control point found\n");
1979                                         return true;
1980                                 }
1981
1982                                 if ( GetResource(player, RES_HEALTH) <= 0 )
1983                                 {
1984                                         player.ons_spawn_by = closest_target;
1985                                         player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1986                                 }
1987                                 else
1988                                 {
1989                                         if ( source_point == closest_target )
1990                                         {
1991                                                 sprint(player, "\nTeleporting to the same point\n");
1992                                                 return true;
1993                                         }
1994
1995                                         if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1996                                                 sprint(player, "\nUnable to teleport there\n");
1997                                 }
1998
1999                                 return true;
2000                         }
2001
2002                         sprint(player, "\nNo teleportation for you\n");
2003                 }
2004
2005                 return true;
2006         }
2007         return false;
2008 }
2009
2010 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2011 {
2012         if(MUTATOR_RETURNVALUE || game_stopped) return false;
2013
2014         entity player = M_ARGV(0, entity);
2015
2016         if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2017         {
2018                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2019                 if ( source_point )
2020                 {
2021                         stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2022                         return true;
2023                 }
2024         }
2025 }
2026
2027 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2028 {
2029         entity frag_victim = M_ARGV(0, entity);
2030
2031         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2032                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2033 }
2034
2035 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2036 {
2037     entity wp = M_ARGV(0, entity);
2038     entity to = M_ARGV(1, entity);
2039     int sf = M_ARGV(2, int);
2040     int wp_flag = M_ARGV(3, int);
2041
2042         if(sf & 16)
2043         {
2044                 if(wp.owner.classname == "onslaught_controlpoint")
2045                 {
2046                         entity wp_owner = wp.owner;
2047                         entity e = WaypointSprite_getviewentity(to);
2048                         if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2049                         if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2050                 }
2051                 if(wp.owner.classname == "onslaught_generator")
2052                 {
2053                         entity wp_owner = wp.owner;
2054                         if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2055                         if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2056                 }
2057         }
2058
2059         M_ARGV(3, int) = wp_flag;
2060 }
2061
2062 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2063 {
2064         entity turret_target = M_ARGV(1, entity);
2065
2066         if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2067         {
2068                 M_ARGV(3, float) = -3;
2069                 return true;
2070         }
2071
2072         return false;
2073 }
2074
2075 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2076 {
2077     entity turret = M_ARGV(0, entity);
2078
2079         // ONS uses somewhat backwards linking.
2080         if(turret.target)
2081         {
2082                 entity e = find(NULL, targetname, turret.target);
2083                 if (e != NULL)
2084                         turret.team = e.team;
2085         }
2086
2087         if(turret.team != turret.tur_head.team)
2088                 turret_respawn(turret);
2089 }
2090
2091
2092 // ==========
2093 // Spawnfuncs
2094 // ==========
2095
2096 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2097   Link between control points.
2098
2099   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.
2100
2101 keys:
2102 "target" - first control point.
2103 "target2" - second control point.
2104  */
2105 spawnfunc(onslaught_link)
2106 {
2107         if(!g_onslaught) { delete(this); return; }
2108
2109         if (this.target == "" || this.target2 == "")
2110                 objerror(this, "target and target2 must be set\n");
2111
2112         this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2113         ons_worldlinklist = this;
2114
2115         InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2116         Net_LinkEntity(this, false, 0, ons_Link_Send);
2117 }
2118
2119 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2120   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2121
2122   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2123
2124 keys:
2125 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2126 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2127 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2128  */
2129
2130 spawnfunc(onslaught_controlpoint)
2131 {
2132         if(!g_onslaught) { delete(this); return; }
2133
2134         ons_ControlPoint_Setup(this);
2135 }
2136
2137 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2138   Base generator.
2139
2140   spawnfunc_onslaught_link entities can target this.
2141
2142 keys:
2143 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2144 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2145  */
2146 spawnfunc(onslaught_generator)
2147 {
2148         if(!g_onslaught) { delete(this); return; }
2149         if(!this.team) { objerror(this, "team must be set"); }
2150
2151         ons_GeneratorSetup(this);
2152 }
2153
2154 // scoreboard setup
2155 void ons_ScoreRules()
2156 {
2157         entity balance = TeamBalance_CheckAllowedTeams(NULL);
2158         int teams = TeamBalance_GetAllowedTeams(balance);
2159         TeamBalance_Destroy(balance);
2160         GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2161             field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2162             field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2163             field(SP_ONS_TAKES, "takes", 0);
2164         });
2165 }
2166
2167 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2168 {
2169         ons_ScoreRules();
2170
2171         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2172         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2173 }
2174
2175 void ons_Initialize()
2176 {
2177         g_onslaught = true;
2178         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2179
2180         cam = new(objective_camera);
2181
2182         InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);
2183 }