]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Make ons a proper mutator, give it a optional, alternative spawnsystem.
authorJakob MG <jakob_mg@hotmail.com>
Thu, 26 Jul 2012 23:25:55 +0000 (01:25 +0200)
committerJakob MG <jakob_mg@hotmail.com>
Thu, 26 Jul 2012 23:25:55 +0000 (01:25 +0200)
qcsrc/server/mode_onslaught.qc [deleted file]
qcsrc/server/mutators/gamemode_onslaught.qc [new file with mode: 0644]
qcsrc/server/mutators/mutators.qh
qcsrc/server/progs.src
qcsrc/server/teamplay.qc

diff --git a/qcsrc/server/mode_onslaught.qc b/qcsrc/server/mode_onslaught.qc
deleted file mode 100644 (file)
index 09888f7..0000000
+++ /dev/null
@@ -1,1456 +0,0 @@
-void onslaught_generator_updatesprite(entity e);
-void onslaught_controlpoint_updatesprite(entity e);
-void onslaught_link_checkupdate();
-
-.entity sprite;
-.string target2;
-.float iscaptured;
-.float islinked;
-.float isgenneighbor_red;
-.float isgenneighbor_blue;
-.float iscpneighbor_red;
-.float iscpneighbor_blue;
-.float isshielded;
-.float lasthealth;
-.float lastteam;
-.float lastshielded;
-.float lastcaptured;
-
-.string model1, model2, model3;
-
-void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
-       self.velocity = self.velocity + vforce;
-}
-
-.float giblifetime;
-void ons_throwgib_think()
-{
-       float d;
-
-       self.nextthink = time + 0.05;
-
-       d = self.giblifetime - time;
-
-       if(d<0)
-       {
-               self.think = SUB_Remove;
-               return;
-       }
-       if(d<1)
-               self.alpha = d;
-
-       if(d>2)
-       if(random()<0.6)
-               pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
-}
-
-void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
-{
-       entity gib;
-
-       gib = spawn();
-
-       setmodel(gib, smodel);
-       setorigin(gib, v_from);
-       gib.solid = SOLID_BBOX;
-       gib.movetype = MOVETYPE_BOUNCE;
-       gib.takedamage = DAMAGE_YES;
-       gib.event_damage = ons_gib_damage;
-       gib.health = -1;
-       gib.effects = EF_LOWPRECISION;
-       gib.flags = FL_NOTARGET;
-       gib.velocity = v_to;
-       gib.giblifetime = time + f_lifetime;
-
-       if (b_burn)
-       {
-               gib.think = ons_throwgib_think;
-               gib.nextthink = time + 0.05;
-       }
-       else
-               SUB_SetFade(gib, gib.giblifetime, 2);
-}
-
-void onslaught_updatelinks()
-{
-       entity l, links;
-       float stop, t1, t2, t3, t4;
-       // first check if the game has ended
-       dprint("--- updatelinks ---\n");
-       links = findchain(classname, "onslaught_link");
-       // mark generators as being shielded and networked
-       l = findchain(classname, "onslaught_generator");
-       while (l)
-       {
-               if (l.iscaptured)
-                       dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
-               else
-                       dprint(etos(l), " (generator) is destroyed\n");
-               l.islinked = l.iscaptured;
-               l.isshielded = l.iscaptured;
-               l = l.chain;
-       }
-       // mark points as shielded and not networked
-       l = findchain(classname, "onslaught_controlpoint");
-       while (l)
-       {
-               l.islinked = FALSE;
-               l.isshielded = TRUE;
-               l.isgenneighbor_red = FALSE;
-               l.isgenneighbor_blue = FALSE;
-               l.iscpneighbor_red = FALSE;
-               l.iscpneighbor_blue = FALSE;
-               dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
-               l = l.chain;
-       }
-       // flow power outward from the generators through the network
-       l = links;
-       while (l)
-       {
-               dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
-               l = l.chain;
-       }
-       stop = FALSE;
-       while (!stop)
-       {
-               stop = TRUE;
-               l = links;
-               while (l)
-               {
-                       // if both points are captured by the same team, and only one of
-                       // them is powered, mark the other one as powered as well
-                       if (l.enemy.iscaptured && l.goalentity.iscaptured)
-                               if (l.enemy.islinked != l.goalentity.islinked)
-                                       if (l.enemy.team == l.goalentity.team)
-                                       {
-                                               if (!l.goalentity.islinked)
-                                               {
-                                                       stop = FALSE;
-                                                       l.goalentity.islinked = TRUE;
-                                                       dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
-                                               }
-                                               else if (!l.enemy.islinked)
-                                               {
-                                                       stop = FALSE;
-                                                       l.enemy.islinked = TRUE;
-                                                       dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
-                                               }
-                                       }
-                       l = l.chain;
-               }
-       }
-       // now that we know which points are powered we can mark their neighbors
-       // as unshielded if team differs
-       l = links;
-       while (l)
-       {
-               if (l.goalentity.islinked)
-               {
-                       if (l.goalentity.team != l.enemy.team)
-                       {
-                               dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
-                               l.enemy.isshielded = FALSE;
-                       }
-                       if(l.goalentity.classname == "onslaught_generator")
-                       {
-                               if(l.goalentity.team == COLOR_TEAM1)
-                                       l.enemy.isgenneighbor_red = TRUE;
-                               else if(l.goalentity.team == COLOR_TEAM2)
-                                       l.enemy.isgenneighbor_blue = TRUE;
-                       }
-                       else
-                       {
-                               if(l.goalentity.team == COLOR_TEAM1)
-                                       l.enemy.iscpneighbor_red = TRUE;
-                               else if(l.goalentity.team == COLOR_TEAM2)
-                                       l.enemy.iscpneighbor_blue = TRUE;
-                       }
-               }
-               if (l.enemy.islinked)
-               {
-                       if (l.goalentity.team != l.enemy.team)
-                       {
-                               dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
-                               l.goalentity.isshielded = FALSE;
-                       }
-                       if(l.enemy.classname == "onslaught_generator")
-                       {
-                               if(l.enemy.team == COLOR_TEAM1)
-                                       l.goalentity.isgenneighbor_red = TRUE;
-                               else if(l.enemy.team == COLOR_TEAM2)
-                                       l.goalentity.isgenneighbor_blue = TRUE;
-                       }
-                       else
-                       {
-                               if(l.enemy.team == COLOR_TEAM1)
-                                       l.goalentity.iscpneighbor_red = TRUE;
-                               else if(l.enemy.team == COLOR_TEAM2)
-                                       l.goalentity.iscpneighbor_blue = TRUE;
-                       }
-               }
-               l = l.chain;
-       }
-       // now update the takedamage and alpha variables on generator shields
-       l = findchain(classname, "onslaught_generator");
-       while (l)
-       {
-               if (l.isshielded)
-               {
-                       dprint(etos(l), " (generator) is shielded\n");
-                       l.enemy.alpha = 1;
-                       l.takedamage = DAMAGE_NO;
-                       l.bot_attack = FALSE;
-               }
-               else
-               {
-                       dprint(etos(l), " (generator) is not shielded\n");
-                       l.enemy.alpha = -1;
-                       l.takedamage = DAMAGE_AIM;
-                       l.bot_attack = TRUE;
-               }
-               l = l.chain;
-       }
-       // now update the takedamage and alpha variables on control point icons
-       l = findchain(classname, "onslaught_controlpoint");
-       while (l)
-       {
-               if (l.isshielded)
-               {
-                       dprint(etos(l), " (point) is shielded\n");
-                       l.enemy.alpha = 1;
-                       if (l.goalentity)
-                       {
-                               l.goalentity.takedamage = DAMAGE_NO;
-                               l.goalentity.bot_attack = FALSE;
-                       }
-               }
-               else
-               {
-                       dprint(etos(l), " (point) is not shielded\n");
-                       l.enemy.alpha = -1;
-                       if (l.goalentity)
-                       {
-                               l.goalentity.takedamage = DAMAGE_AIM;
-                               l.goalentity.bot_attack = TRUE;
-                       }
-               }
-               onslaught_controlpoint_updatesprite(l);
-               l = l.chain;
-       }
-       // count generators owned by each team
-       t1 = t2 = t3 = t4 = 0;
-       l = findchain(classname, "onslaught_generator");
-       while (l)
-       {
-               if (l.iscaptured)
-               {
-                       if (l.team == COLOR_TEAM1) t1 = 1;
-                       if (l.team == COLOR_TEAM2) t2 = 1;
-                       if (l.team == COLOR_TEAM3) t3 = 1;
-                       if (l.team == COLOR_TEAM4) t4 = 1;
-               }
-               onslaught_generator_updatesprite(l);
-               l = l.chain;
-       }
-       // see if multiple teams remain (if not, it's game over)
-       if (t1 + t2 + t3 + t4 < 2)
-               dprint("--- game over ---\n");
-       else
-               dprint("--- done updating links ---\n");
-}
-
-float onslaught_controlpoint_can_be_linked(entity cp, float t)
-{
-       if(t == COLOR_TEAM1)
-       {
-               if(cp.isgenneighbor_red)
-                       return 2;
-               if(cp.iscpneighbor_red)
-                       return 1;
-       }
-       else if(t == COLOR_TEAM2)
-       {
-               if(cp.isgenneighbor_blue)
-                       return 2;
-               if(cp.iscpneighbor_blue)
-                       return 1;
-       }
-       return 0;
-       /*
-          entity e;
-       // check to see if this player has a legitimate claim to capture this
-       // control point - more specifically that there is a captured path of
-       // points leading back to the team generator
-       e = findchain(classname, "onslaught_link");
-       while (e)
-       {
-       if (e.goalentity == cp)
-       {
-       dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
-       if (e.enemy.islinked)
-       {
-       dprint(" which is linked");
-       if (e.enemy.team == t)
-       {
-       dprint(" and has the correct team!\n");
-       return 1;
-       }
-       else
-       dprint(" but has the wrong team\n");
-       }
-       else
-       dprint("\n");
-       }
-       else if (e.enemy == cp)
-       {
-       dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
-       if (e.goalentity.islinked)
-       {
-       dprint(" which is linked");
-       if (e.goalentity.team == t)
-       {
-       dprint(" and has a team!\n");
-       return 1;
-       }
-       else
-       dprint(" but has the wrong team\n");
-       }
-       else
-       dprint("\n");
-       }
-       e = e.chain;
-       }
-       return 0;
-        */
-}
-
-float onslaught_controlpoint_attackable(entity cp, float t)
-       // -2: SAME TEAM, attackable by enemy!
-       // -1: SAME TEAM!
-       // 0: off limits
-       // 1: attack it
-       // 2: touch it
-       // 3: attack it (HIGH PRIO)
-       // 4: touch it (HIGH PRIO)
-{
-       float a;
-
-       if(cp.isshielded)
-       {
-               return 0;
-       }
-       else if(cp.goalentity)
-       {
-               // if there's already an icon built, nothing happens
-               if(cp.team == t)
-               {
-                       a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
-                       if(a) // attackable by enemy?
-                               return -2; // EMERGENCY!
-                       return -1;
-               }
-               // we know it can be linked, so no need to check
-               // but...
-               a = onslaught_controlpoint_can_be_linked(cp, t);
-               if(a == 2) // near our generator?
-                       return 3; // EMERGENCY!
-               return 1;
-       }
-       else
-       {
-               // free point
-               if(onslaught_controlpoint_can_be_linked(cp, t))
-               {
-                       a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
-                       if(a == 2)
-                               return 4; // GET THIS ONE NOW!
-                       else
-                               return 2; // TOUCH ME
-               }
-       }
-       return 0;
-}
-
-float overtime_msg_time;
-void onslaught_generator_think()
-{
-       float d;
-       entity e;
-       self.nextthink = ceil(time + 1);
-       if (!gameover)
-       {
-               if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
-               {
-                       if (!overtime_msg_time)
-                       {
-                               FOR_EACH_PLAYER(e)
-                                       centerprint(e, "^3Now playing ^1OVERTIME^3!\n^3Generators start now to decay.\n^3The more control points your team holds,\n^3the faster the enemy generator decays.");
-                               overtime_msg_time = time;
-                       }
-                       // self.max_health / 300 gives 5 minutes of overtime.
-                       // control points reduce the overtime duration.
-                       sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
-                       d = 1;
-                       e = findchain(classname, "onslaught_controlpoint");
-                       while (e)
-                       {
-                               if (e.team != self.team)
-                                       if (e.islinked)
-                                               d = d + 1;
-                               e = e.chain;
-                       }
-                       
-                       if(autocvar_g_campaign && autocvar__campaign_testrun)
-                               d = d * self.max_health;
-                       else
-                               d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
-                       
-                       Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
-               }
-               else if (overtime_msg_time)
-                       overtime_msg_time = 0;
-        
-        if(!self.isshielded && self.wait < time)
-        {
-            self.wait = time + 5;
-            FOR_EACH_PLAYER(e)
-            {
-                if(e.team == self.team)
-                {
-                    centerprint(e, "^1Your generator is NOT shielded!\n^7Re-capture controlpoints to shield it!");
-                    soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTN_NONE);
-                }                                  
-            }                                              
-        }    
-       }
-}
-
-void onslaught_generator_ring_spawn(vector org)
-{
-       modeleffect_spawn("models/onslaught/shockwavetransring.md3", 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, -16, 0.1, 1.25, 0.25);
-}
-
-void onslaught_generator_ray_think()
-{
-       self.nextthink = time + 0.05;
-       if(self.count > 10)
-       {
-               self.think = SUB_Remove;
-               return;
-       }
-
-       if(self.count > 5)
-               self.alpha -= 0.1;
-       else
-               self.alpha += 0.1;
-
-       self.scale += 0.2;
-       self.count +=1;
-}
-
-void onslaught_generator_ray_spawn(vector org)
-{
-       entity e;
-       e = spawn();
-       setmodel(e, "models/onslaught/ons_ray.md3");
-       setorigin(e, org);
-       e.angles = randomvec() * 360;
-       e.alpha = 0;
-       e.scale = random() * 5 + 8;
-       e.think = onslaught_generator_ray_think;
-       e.nextthink = time + 0.05;
-}
-
-void onslaught_generator_shockwave_spawn(vector org)
-{
-       shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
-}
-
-void onslaught_generator_damage_think()
-{
-       if(self.owner.health < 0)
-       {
-               self.think = SUB_Remove;
-               return;
-       }
-       self.nextthink = time+0.1;
-
-       // damaged fx (less probable the more damaged is the generator)
-       if(random() < 0.9 - self.owner.health / self.owner.max_health)
-               if(random() < 0.01)
-               {
-                       pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
-                       sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
-               }
-               else
-                       pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
-}
-
-void onslaught_generator_damage_spawn(entity gd_owner)
-{
-       entity e;
-       e = spawn();
-       e.owner = gd_owner;
-       e.health = self.owner.health;
-       setorigin(e, gd_owner.origin);
-       e.think = onslaught_generator_damage_think;
-       e.nextthink = time+1;
-}
-
-void onslaught_generator_deaththink()
-{
-       vector org;
-       float i;
-
-       if not (self.count)
-               self.count = 40;
-
-       // White shockwave
-       if(self.count==40||self.count==20)
-       {
-               onslaught_generator_ring_spawn(self.origin);
-               sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
-       }
-
-       // Throw some gibs
-       if(random() < 0.3)
-       {
-               i = random();
-               if(i < 0.3)
-                       ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
-               else if(i > 0.7)
-                       ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
-               else
-                       ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
-       }
-
-       // Spawn fire balls
-       for(i=0;i < 10;++i)
-       {
-               org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
-               pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
-       }
-
-       // Short explosion sound + small explosion
-       if(random() < 0.25)
-       {
-               te_explosion(self.origin);
-               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
-       }
-
-       // Particles
-       org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
-       pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
-
-       // rays
-       if(random() > 0.25 )
-       {
-               onslaught_generator_ray_spawn(self.origin);
-       }
-
-       // Final explosion
-       if(self.count==1)
-       {
-               org = self.origin;
-               te_explosion(org);
-               onslaught_generator_shockwave_spawn(org);
-               pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
-               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-       }
-       else
-               self.nextthink = time + 0.05;
-
-       self.count = self.count - 1;
-}
-
-void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       float i;
-       if (damage <= 0)
-               return;
-       if(inWarmupStage)
-               return;
-       if (attacker != self)
-       {
-               if (self.isshielded)
-               {
-                       // this is protected by a shield, so ignore the damage
-                       if (time > self.pain_finished)
-                               if (attacker.classname == "player")
-                               {
-                                       play2(attacker, "onslaught/damageblockedbyshield.wav");
-                                       self.pain_finished = time + 1;
-                               }
-                       return;
-               }
-               if (time > self.pain_finished)
-               {
-                       self.pain_finished = time + 10;
-                       bprint(ColoredTeamName(self.team), " generator under attack!\n");
-                       play2team(self.team, "onslaught/generator_underattack.wav");
-               }
-       }
-       self.health = self.health - damage;
-       WaypointSprite_UpdateHealth(self.sprite, self.health);
-       // choose an animation frame based on health
-       self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
-       // see if the generator is still functional, or dying
-       if (self.health > 0)
-       {
-#ifdef ONSLAUGHT_SPAM
-               float h, lh;
-               lh = ceil(self.lasthealth / 100) * 100;
-               h = ceil(self.health / 100) * 100;
-               if(lh != h)
-                       bprint(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
-#endif
-               self.lasthealth = self.health;
-       }
-       else if not(inWarmupStage)
-       {
-               if (attacker == self)
-                       bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
-               else
-               {
-                       string t;
-                       t = ColoredTeamName(attacker.team);
-                       bprint(ColoredTeamName(self.team), " generator destroyed by ", t, "!\n");
-               }
-               self.iscaptured = FALSE;
-               self.islinked = FALSE;
-               self.isshielded = FALSE;
-               self.takedamage = DAMAGE_NO; // can't be hurt anymore
-               self.event_damage = SUB_Null; // won't do anything if hurt
-               self.count = 0; // reset counter
-               self.think = onslaught_generator_deaththink; // explosion sequence
-               self.nextthink = time; // start exploding immediately
-               self.think(); // do the first explosion now
-
-               WaypointSprite_UpdateMaxHealth(self.sprite, 0);
-
-               onslaught_updatelinks();
-       }
-
-       if(self.health <= 0)
-               setmodel(self, "models/onslaught/generator_dead.md3");
-       else if(self.health < self.max_health * 0.10)
-               setmodel(self, "models/onslaught/generator_dmg9.md3");
-       else if(self.health < self.max_health * 0.20)
-               setmodel(self, "models/onslaught/generator_dmg8.md3");
-       else if(self.health < self.max_health * 0.30)
-               setmodel(self, "models/onslaught/generator_dmg7.md3");
-       else if(self.health < self.max_health * 0.40)
-               setmodel(self, "models/onslaught/generator_dmg6.md3");
-       else if(self.health < self.max_health * 0.50)
-               setmodel(self, "models/onslaught/generator_dmg5.md3");
-       else if(self.health < self.max_health * 0.60)
-               setmodel(self, "models/onslaught/generator_dmg4.md3");
-       else if(self.health < self.max_health * 0.70)
-               setmodel(self, "models/onslaught/generator_dmg3.md3");
-       else if(self.health < self.max_health * 0.80)
-               setmodel(self, "models/onslaught/generator_dmg2.md3");
-       else if(self.health < self.max_health * 0.90)
-               setmodel(self, "models/onslaught/generator_dmg1.md3");
-       setsize(self, '-52 -52 -14', '52 52 75');
-
-       // Throw some flaming gibs on damage, more damage = more chance for gib
-       if(random() < damage/220)
-       {
-               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-               i = random();
-               if(i < 0.3)
-                       ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
-               else if(i > 0.7)
-                       ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
-               else
-                       ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
-       }
-       else
-       {
-               // particles on every hit
-               pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
-
-               //sound on every hit
-               if (random() < 0.5)
-                       sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
-               else
-                       sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
-       }
-
-       //throw some gibs on damage
-       if(random() < damage/200+0.2)
-               if(random() < 0.5)
-                       ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
-}
-
-// update links after a delay
-void onslaught_generator_delayed()
-{
-       onslaught_updatelinks();
-       // now begin normal thinking
-       self.think = onslaught_generator_think;
-       self.nextthink = time;
-}
-
-string onslaught_generator_waypointsprite_for_team(entity e, float t)
-{
-       if(t == e.team)
-       {
-               if(e.team == COLOR_TEAM1)
-                       return "ons-gen-red";
-               else if(e.team == COLOR_TEAM2)
-                       return "ons-gen-blue";
-       }
-       if(e.isshielded)
-               return "ons-gen-shielded";
-       if(e.team == COLOR_TEAM1)
-               return "ons-gen-red";
-       else if(e.team == COLOR_TEAM2)
-               return "ons-gen-blue";
-       return "";
-}
-
-void onslaught_generator_updatesprite(entity e)
-{
-       string s1, s2, s3;
-       s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
-       s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
-       s3 = onslaught_generator_waypointsprite_for_team(e, -1);
-       WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
-
-       if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
-       {
-               e.lastteam = e.team + 2;
-               e.lastshielded = e.isshielded;
-               if(e.lastshielded)
-               {
-                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
-                       else
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
-               }
-               else
-               {
-                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
-                       else
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
-               }
-               WaypointSprite_Ping(e.sprite);
-       }
-}
-
-string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
-{
-       float a;
-       if(t != -1)
-       {
-               a = onslaught_controlpoint_attackable(e, t);
-               if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
-               {
-                       if(e.team == COLOR_TEAM1)
-                               return "ons-cp-atck-red";
-                       else if(e.team == COLOR_TEAM2)
-                               return "ons-cp-atck-blue";
-                       else
-                               return "ons-cp-atck-neut";
-               }
-               else if(a == -2) // DEFEND THIS ONE NOW
-               {
-                       if(e.team == COLOR_TEAM1)
-                               return "ons-cp-dfnd-red";
-                       else if(e.team == COLOR_TEAM2)
-                               return "ons-cp-dfnd-blue";
-               }
-               else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
-               {
-                       if(e.team == COLOR_TEAM1)
-                               return "ons-cp-red";
-                       else if(e.team == COLOR_TEAM2)
-                               return "ons-cp-blue";
-               }
-               else if(a == 2) // touch it
-                       return "ons-cp-neut";
-       }
-       else
-       {
-               if(e.team == COLOR_TEAM1)
-                       return "ons-cp-red";
-               else if(e.team == COLOR_TEAM2)
-                       return "ons-cp-blue";
-               else
-                       return "ons-cp-neut";
-       }
-       return "";
-}
-
-void onslaught_controlpoint_updatesprite(entity e)
-{
-       string s1, s2, s3;
-       s1 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM1);
-       s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
-       s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
-       WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
-
-       float sh;
-       sh = !(onslaught_controlpoint_can_be_linked(e, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
-
-       if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
-       {
-               if(e.iscaptured) // don't mess up build bars!
-               {
-                       if(sh)
-                       {
-                               WaypointSprite_UpdateMaxHealth(e.sprite, 0);
-                       }
-                       else
-                       {
-                               WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
-                               WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
-                       }
-               }
-               if(e.lastshielded)
-               {
-                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
-                       else
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
-               }
-               else
-               {
-                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
-                       else
-                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
-               }
-               WaypointSprite_Ping(e.sprite);
-
-               e.lastteam = e.team + 2;
-               e.lastshielded = sh;
-               e.lastcaptured = e.iscaptured;
-       }
-}
-
-void onslaught_generator_reset()
-{
-       self.team = self.team_saved;
-       self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
-       self.takedamage = DAMAGE_AIM;
-       self.bot_attack = TRUE;
-       self.iscaptured = TRUE;
-       self.islinked = TRUE;
-       self.isshielded = TRUE;
-       self.enemy.solid = SOLID_NOT;
-       self.think = onslaught_generator_delayed;
-       self.nextthink = time + 0.2;
-       setmodel(self, "models/onslaught/generator.md3");
-       setsize(self, '-52 -52 -14', '52 52 75');
-
-       if (!self.noalign)
-        droptofloor();
-
-       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-       WaypointSprite_UpdateHealth(self.sprite, self.health);
-}
-
-/*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
-  Base generator.
-
-  spawnfunc_onslaught_link entities can target this.
-
-keys:
-"team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
-"targetname" - name that spawnfunc_onslaught_link entities will use to target this.
- */
-void spawnfunc_onslaught_generator()
-{
-       if (!g_onslaught)
-       {
-               remove(self);
-               return;
-       }
-
-       //entity e;
-       precache_model("models/onslaught/generator.md3");
-       precache_model("models/onslaught/generator_shield.md3");
-       precache_model("models/onslaught/generator_dmg1.md3");
-       precache_model("models/onslaught/generator_dmg2.md3");
-       precache_model("models/onslaught/generator_dmg3.md3");
-       precache_model("models/onslaught/generator_dmg4.md3");
-       precache_model("models/onslaught/generator_dmg5.md3");
-       precache_model("models/onslaught/generator_dmg6.md3");
-       precache_model("models/onslaught/generator_dmg7.md3");
-       precache_model("models/onslaught/generator_dmg8.md3");
-       precache_model("models/onslaught/generator_dmg9.md3");
-       precache_model("models/onslaught/generator_dead.md3");
-       precache_model("models/onslaught/shockwave.md3");
-       precache_model("models/onslaught/shockwavetransring.md3");
-       precache_model("models/onslaught/gen_gib1.md3");
-       precache_model("models/onslaught/gen_gib2.md3");
-       precache_model("models/onslaught/gen_gib3.md3");
-       precache_model("models/onslaught/ons_ray.md3");
-       precache_sound("onslaught/generator_decay.wav");
-       precache_sound("weapons/grenade_impact.wav");
-       precache_sound("weapons/rocket_impact.wav");
-       precache_sound("onslaught/generator_underattack.wav");
-       precache_sound("onslaught/shockwave.wav");
-       precache_sound("onslaught/ons_hit1.wav");
-       precache_sound("onslaught/ons_hit2.wav");
-       precache_sound("onslaught/electricity_explode.wav");
-       if (!self.team)
-               objerror("team must be set");
-       self.team_saved = self.team;
-       self.colormap = 1024 + (self.team - 1) * 17;
-       self.solid = SOLID_BBOX;
-       self.movetype = MOVETYPE_NONE;
-       self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
-       setmodel(self, "models/onslaught/generator.md3");
-       setsize(self, '-52 -52 -14', '52 52 75');
-       setorigin(self, self.origin);
-       self.takedamage = DAMAGE_AIM;
-       self.bot_attack = TRUE;
-       self.event_damage = onslaught_generator_damage;
-       self.iscaptured = TRUE;
-       self.islinked = TRUE;
-       self.isshielded = TRUE;
-       // helper entity that create fx when generator is damaged
-       onslaught_generator_damage_spawn(self);
-       // spawn shield model which indicates whether this can be damaged
-       self.enemy = spawn();
-       setattachment(self.enemy , self, "");
-       self.enemy.classname = "onslaught_generator_shield";
-       self.enemy.solid = SOLID_NOT;
-       self.enemy.movetype = MOVETYPE_NONE;
-       self.enemy.effects = EF_ADDITIVE;
-       setmodel(self.enemy, "models/onslaught/generator_shield.md3");
-       //setorigin(e, self.origin);
-       self.enemy.colormap = self.colormap;
-       self.enemy.team = self.team;
-       //self.think = onslaught_generator_delayed;
-       //self.nextthink = time + 0.2;
-       InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
-
-       WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
-       WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
-       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-       WaypointSprite_UpdateHealth(self.sprite, self.health);
-
-       waypoint_spawnforitem(self);
-
-       onslaught_updatelinks();
-       
-       self.reset = onslaught_generator_reset;
-}
-
-.float waslinked;
-.float cp_bob_spd;
-.vector cp_origin, cp_bob_origin, cp_bob_dmg;
-
-float ons_notification_time_team1;
-float ons_notification_time_team2;
-
-void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
-       entity oself;
-       float nag;
-
-       if (damage <= 0)
-               return;
-       if (self.owner.isshielded)
-       {
-               // this is protected by a shield, so ignore the damage
-               if (time > self.pain_finished)
-                       if (attacker.classname == "player")
-                       {
-                               play2(attacker, "onslaught/damageblockedbyshield.wav");
-                               self.pain_finished = time + 1;
-                       }
-               return;
-       }
-
-       if (attacker.classname == "player")
-       {
-               nag = FALSE;
-               if(self.team == COLOR_TEAM1)
-               {
-                       if(time - ons_notification_time_team1 > 10)
-                       {
-                               nag = TRUE;
-                               ons_notification_time_team1 = time;
-                       }
-               }
-               else if(self.team == COLOR_TEAM2)
-               {
-                       if(time - ons_notification_time_team2 > 10)
-                       {
-                               nag = TRUE;
-                               ons_notification_time_team2 = time;
-                       }
-               }
-               else
-                       nag = TRUE;
-
-               if(nag)
-                       play2team(self.team, "onslaught/controlpoint_underattack.wav");
-       }
-
-       self.health = self.health - damage;
-       if(self.owner.iscaptured)
-               WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
-       else
-               WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
-       self.pain_finished = time + 1;
-       self.punchangle = (2 * randomvec() - '1 1 1') * 45;
-       self.cp_bob_dmg_z = (2 * random() - 1) * 15;
-       // colormod flash when shot
-       self.colormod = '2 2 2';
-       // particles on every hit
-       pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
-       //sound on every hit
-       if (random() < 0.5)
-               sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
-       else
-               sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
-
-       if (self.health < 0)
-       {
-               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
-               pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
-               {
-                       string t;
-                       t = ColoredTeamName(attacker.team);
-                       bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
-                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
-               }
-               self.owner.goalentity = world;
-               self.owner.islinked = FALSE;
-               self.owner.iscaptured = FALSE;
-               self.owner.team = 0;
-               self.owner.colormap = 1024;
-
-               WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
-
-               onslaught_updatelinks();
-
-               // Use targets now (somebody make sure this is in the right place..)
-               oself = self;
-               self = self.owner;
-               activator = self;
-               SUB_UseTargets ();
-               self = oself;
-
-
-               self.owner.waslinked = self.owner.islinked;
-               if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
-                       setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
-               //setsize(self, '-32 -32 0', '32 32 8');
-
-               remove(self);
-       }
-}
-
-void onslaught_controlpoint_icon_think()
-{
-       entity oself;
-       self.nextthink = time + sys_frametime;
-       if (time > self.pain_finished + 5)
-       {
-               if(self.health < self.max_health)
-               {
-                       self.health = self.health + self.count;
-                       if (self.health >= self.max_health)
-                               self.health = self.max_health;
-                       WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
-               }
-       }
-       if (self.health < self.max_health * 0.25)
-               setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
-       else if (self.health < self.max_health * 0.50)
-               setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
-       else if (self.health < self.max_health * 0.75)
-               setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
-       else if (self.health < self.max_health * 0.90)
-               setmodel(self, "models/onslaught/controlpoint_icon.md3");
-       // colormod flash when shot
-       self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
-
-       if(self.owner.islinked != self.owner.waslinked)
-       {
-               // unteam the spawnpoint if needed
-               float t;
-               t = self.owner.team;
-               if(!self.owner.islinked)
-                       self.owner.team = 0;
-
-               oself = self;
-               self = self.owner;
-               activator = self;
-               SUB_UseTargets ();
-               self = oself;
-
-               self.owner.team = t;
-
-               self.owner.waslinked = self.owner.islinked;
-       }
-
-       if (self.punchangle_x > 0)
-       {
-               self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
-               if (self.punchangle_x < 0)
-                       self.punchangle_x = 0;
-       }
-       else if (self.punchangle_x < 0)
-       {
-               self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
-               if (self.punchangle_x > 0)
-                       self.punchangle_x = 0;
-       }
-
-       if (self.punchangle_y > 0)
-       {
-               self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
-               if (self.punchangle_y < 0)
-                       self.punchangle_y = 0;
-       }
-       else if (self.punchangle_y < 0)
-       {
-               self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
-               if (self.punchangle_y > 0)
-                       self.punchangle_y = 0;
-       }
-
-       if (self.punchangle_z > 0)
-       {
-               self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
-               if (self.punchangle_z < 0)
-                       self.punchangle_z = 0;
-       }
-       else if (self.punchangle_z < 0)
-       {
-               self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
-               if (self.punchangle_z > 0)
-                       self.punchangle_z = 0;
-       }
-
-       self.angles_x = self.punchangle_x;
-       self.angles_y = self.punchangle_y + self.mangle_y;
-       self.angles_z = self.punchangle_z;
-       self.mangle_y = self.mangle_y + 45 * sys_frametime;
-
-       self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
-       self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
-       if(self.cp_bob_dmg_z > 0)
-               self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
-       else
-               self.cp_bob_dmg_z = 0;
-       setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
-
-       // damaged fx
-       if(random() < 0.6 - self.health / self.max_health)
-       {
-               pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
-
-               if(random() > 0.8)
-                       sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
-               else if (random() > 0.5)
-                       sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
-       }
-}
-
-void onslaught_controlpoint_icon_buildthink()
-{
-       entity oself;
-       float a;
-
-       self.nextthink = time + sys_frametime;
-
-       // only do this if there is power
-       a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
-       if(!a)
-               return;
-
-       self.health = self.health + self.count;
-
-       if (self.health >= self.max_health)
-       {
-               self.health = self.max_health;
-               self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
-               self.think = onslaught_controlpoint_icon_think;
-               sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
-               bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
-               self.owner.iscaptured = TRUE;
-
-               WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
-               WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
-
-               onslaught_updatelinks();
-
-               // Use targets now (somebody make sure this is in the right place..)
-               oself = self;
-               self = self.owner;
-               activator = self;
-               SUB_UseTargets ();
-               self = oself;
-               self.cp_origin = self.origin;
-               self.cp_bob_origin = '0 0 0.1';
-               self.cp_bob_spd = 0;
-       }
-       self.alpha = self.health / self.max_health;
-       // colormod flash when shot
-       self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
-       if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
-               setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
-       //setsize(self, '-32 -32 0', '32 32 8');
-
-       if(random() < 0.9 - self.health / self.max_health)
-               pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
-}
-
-
-
-
-void onslaught_controlpoint_touch()
-{
-       entity e;
-       float a;
-       if (other.classname != "player")
-               return;
-       a = onslaught_controlpoint_attackable(self, other.team);
-       if(a != 2 && a != 4)
-               return;
-       // we've verified that this player has a legitimate claim to this point,
-       // so start building the captured point icon (which only captures this
-       // point if it successfully builds without being destroyed first)
-       self.goalentity = e = spawn();
-       e.classname = "onslaught_controlpoint_icon";
-       e.owner = self;
-       e.max_health = autocvar_g_onslaught_cp_health;
-       e.health = autocvar_g_onslaught_cp_buildhealth;
-       e.solid = SOLID_BBOX;
-       e.movetype = MOVETYPE_NONE;
-       setmodel(e, "models/onslaught/controlpoint_icon.md3");
-       setsize(e, '-32 -32 -32', '32 32 32');
-       setorigin(e, self.origin + '0 0 96');
-       e.takedamage = DAMAGE_AIM;
-       e.bot_attack = TRUE;
-       e.event_damage = onslaught_controlpoint_icon_damage;
-       e.team = other.team;
-       e.colormap = 1024 + (e.team - 1) * 17;
-       e.think = onslaught_controlpoint_icon_buildthink;
-       e.nextthink = time + sys_frametime;
-       e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
-       sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
-       self.team = e.team;
-       self.colormap = e.colormap;
-       WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
-       onslaught_updatelinks();
-}
-
-void onslaught_controlpoint_reset()
-{
-       if(self.goalentity && self.goalentity != world)
-               remove(self.goalentity);
-       self.goalentity = world;
-       self.team = 0;
-       self.colormap = 1024;
-       self.iscaptured = FALSE;
-       self.islinked = FALSE;
-       self.isshielded = TRUE;
-       self.enemy.solid = SOLID_NOT;
-       self.enemy.colormap = self.colormap;
-       self.think = self.enemy.think = SUB_Null;
-       self.nextthink = 0; // don't like SUB_Null :P
-       setmodel(self, "models/onslaught/controlpoint_pad.md3");
-       //setsize(self, '-32 -32 0', '32 32 8');
-
-       WaypointSprite_UpdateMaxHealth(self.sprite, 0);
-
-       onslaught_updatelinks();
-
-       activator = self;
-       SUB_UseTargets(); // to reset the structures, playerspawns etc.
-}
-
-/*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
-  Control point. Be sure to give this enough clearance so that the shootable part has room to exist
-
-  This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
-
-keys:
-"targetname" - name that spawnfunc_onslaught_link entities will use to target this.
-"target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
-"message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
- */
-void spawnfunc_onslaught_controlpoint()
-{
-       //entity e;
-       if (!g_onslaught)
-       {
-               remove(self);
-               return;
-       }
-       precache_model("models/onslaught/controlpoint_pad.md3");
-       precache_model("models/onslaught/controlpoint_pad2.md3");
-       precache_model("models/onslaught/controlpoint_shield.md3");
-       precache_model("models/onslaught/controlpoint_icon.md3");
-       precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
-       precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
-       precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
-       precache_model("models/onslaught/controlpoint_icon_gib1.md3");
-       precache_model("models/onslaught/controlpoint_icon_gib2.md3");
-       precache_model("models/onslaught/controlpoint_icon_gib4.md3");
-       precache_sound("onslaught/controlpoint_build.wav");
-       precache_sound("onslaught/controlpoint_built.wav");
-       precache_sound("weapons/grenade_impact.wav");
-       precache_sound("onslaught/damageblockedbyshield.wav");
-       precache_sound("onslaught/controlpoint_underattack.wav");
-       precache_sound("onslaught/ons_spark1.wav");
-       precache_sound("onslaught/ons_spark2.wav");
-       self.solid = SOLID_BBOX;
-       self.movetype = MOVETYPE_NONE;
-       setmodel(self, "models/onslaught/controlpoint_pad.md3");
-       //setsize(self, '-32 -32 0', '32 32 8');
-       if (!self.noalign)
-        droptofloor();
-       
-       setorigin(self, self.origin);
-       self.touch = onslaught_controlpoint_touch;
-       self.team = 0;
-       self.colormap = 1024;
-       self.iscaptured = FALSE;
-       self.islinked = FALSE;
-       self.isshielded = TRUE;
-       // spawn shield model which indicates whether this can be damaged
-       self.enemy = spawn();
-       self.enemy.classname = "onslaught_controlpoint_shield";
-       self.enemy.solid = SOLID_NOT;
-       self.enemy.movetype = MOVETYPE_NONE;
-       self.enemy.effects = EF_ADDITIVE;
-       setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
-       
-       setattachment(self.enemy , self, "");
-       //setsize(e, '-32 -32 0', '32 32 128');
-
-       //setorigin(e, self.origin);
-       self.enemy.colormap = self.colormap;
-
-       waypoint_spawnforitem(self);
-
-       WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
-       WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
-
-       onslaught_updatelinks();
-       
-       self.reset = onslaught_controlpoint_reset;
-}
-
-float onslaught_link_send(entity to, float sendflags)
-{
-       WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
-       WriteByte(MSG_ENTITY, sendflags);
-       if(sendflags & 1)
-       {
-               WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
-               WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
-               WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
-       }
-       if(sendflags & 2)
-       {
-               WriteCoord(MSG_ENTITY, self.enemy.origin_x);
-               WriteCoord(MSG_ENTITY, self.enemy.origin_y);
-               WriteCoord(MSG_ENTITY, self.enemy.origin_z);
-       }
-       if(sendflags & 4)
-       {
-               WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
-       }
-       return TRUE;
-}
-
-void onslaught_link_checkupdate()
-{
-       // TODO check if the two sides have moved (currently they won't move anyway)
-       float redpower, bluepower;
-
-       redpower = bluepower = 0;
-       if(self.goalentity.islinked)
-       {
-               if(self.goalentity.team == COLOR_TEAM1)
-                       redpower = 1;
-               else if(self.goalentity.team == COLOR_TEAM2)
-                       bluepower = 1;
-       }
-       if(self.enemy.islinked)
-       {
-               if(self.enemy.team == COLOR_TEAM1)
-                       redpower = 2;
-               else if(self.enemy.team == COLOR_TEAM2)
-                       bluepower = 2;
-       }
-
-       float cc;
-       if(redpower == 1 && bluepower == 2)
-               cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
-       else if(redpower == 2 && bluepower == 1)
-               cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
-       else if(redpower)
-               cc = (COLOR_TEAM1 - 1) * 0x11;
-       else if(bluepower)
-               cc = (COLOR_TEAM2 - 1) * 0x11;
-       else
-               cc = 0;
-
-       //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
-       //print("cc=", ftos(cc), "\n");
-
-       if(cc != self.clientcolors)
-       {
-               self.clientcolors = cc;
-               self.SendFlags |= 4;
-       }
-
-       self.nextthink = time;
-}
-
-void onslaught_link_delayed()
-{
-       self.goalentity = find(world, targetname, self.target);
-       self.enemy = find(world, targetname, self.target2);
-       if (!self.goalentity)
-               objerror("can not find target\n");
-       if (!self.enemy)
-               objerror("can not find target2\n");
-       dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
-       self.SendFlags |= 3;
-       self.think = onslaught_link_checkupdate;
-       self.nextthink = time;
-}
-
-/*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
-  Link between control points.
-
-  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.
-
-keys:
-"target" - first control point.
-"target2" - second control point.
- */
-void spawnfunc_onslaught_link()
-{
-       if (!g_onslaught)
-       {
-               remove(self);
-               return;
-       }
-       if (self.target == "" || self.target2 == "")
-               objerror("target and target2 must be set\n");
-       InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
-       Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
-}
diff --git a/qcsrc/server/mutators/gamemode_onslaught.qc b/qcsrc/server/mutators/gamemode_onslaught.qc
new file mode 100644 (file)
index 0000000..87a059d
--- /dev/null
@@ -0,0 +1,1622 @@
+float autocvar_g_onslaught_spawn_at_controlpoints = FALSE;\r
+float autocvar_g_onslaught_spawn_at_generator = FALSE;\r
+\r
+void onslaught_generator_updatesprite(entity e);
+void onslaught_controlpoint_updatesprite(entity e);
+void onslaught_link_checkupdate();
+
+.entity sprite;
+.string target2;
+.float iscaptured;
+.float islinked;
+.float isgenneighbor_red;
+.float isgenneighbor_blue;
+.float iscpneighbor_red;
+.float iscpneighbor_blue;
+.float isshielded;
+.float lasthealth;
+.float lastteam;
+.float lastshielded;
+.float lastcaptured;
+
+.string model1, model2, model3;
+\r
+entity ons_red_generator;\r
+entity ons_blue_generator;\r
+
+void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
+{
+       self.velocity = self.velocity + vforce;
+}
+
+.float giblifetime;
+void ons_throwgib_think()
+{
+       float d;
+
+       self.nextthink = time + 0.05;
+
+       d = self.giblifetime - time;
+
+       if(d<0)
+       {
+               self.think = SUB_Remove;
+               return;
+       }
+       if(d<1)
+               self.alpha = d;
+
+       if(d>2)
+       if(random()<0.6)
+               pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
+}
+
+void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
+{
+       entity gib;
+
+       gib = spawn();
+
+       setmodel(gib, smodel);
+       setorigin(gib, v_from);
+       gib.solid = SOLID_BBOX;
+       gib.movetype = MOVETYPE_BOUNCE;
+       gib.takedamage = DAMAGE_YES;
+       gib.event_damage = ons_gib_damage;
+       gib.health = -1;
+       gib.effects = EF_LOWPRECISION;
+       gib.flags = FL_NOTARGET;
+       gib.velocity = v_to;
+       gib.giblifetime = time + f_lifetime;
+
+       if (b_burn)
+       {
+               gib.think = ons_throwgib_think;
+               gib.nextthink = time + 0.05;
+       }
+       else
+               SUB_SetFade(gib, gib.giblifetime, 2);
+}
+
+void onslaught_updatelinks()
+{
+       entity l, links;
+       float stop, t1, t2, t3, t4;
+       // first check if the game has ended
+       dprint("--- updatelinks ---\n");
+       links = findchain(classname, "onslaught_link");
+       // mark generators as being shielded and networked
+       l = findchain(classname, "onslaught_generator");
+       while (l)
+       {
+               if (l.iscaptured)
+                       dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
+               else
+                       dprint(etos(l), " (generator) is destroyed\n");
+               l.islinked = l.iscaptured;
+               l.isshielded = l.iscaptured;
+               l = l.chain;
+       }
+       // mark points as shielded and not networked
+       l = findchain(classname, "onslaught_controlpoint");
+       while (l)
+       {
+               l.islinked = FALSE;
+               l.isshielded = TRUE;
+               l.isgenneighbor_red = FALSE;
+               l.isgenneighbor_blue = FALSE;
+               l.iscpneighbor_red = FALSE;
+               l.iscpneighbor_blue = FALSE;
+               dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
+               l = l.chain;
+       }
+       // flow power outward from the generators through the network
+       l = links;
+       while (l)
+       {
+               dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
+               l = l.chain;
+       }
+       stop = FALSE;
+       while (!stop)
+       {
+               stop = TRUE;
+               l = links;
+               while (l)
+               {
+                       // if both points are captured by the same team, and only one of
+                       // them is powered, mark the other one as powered as well
+                       if (l.enemy.iscaptured && l.goalentity.iscaptured)
+                               if (l.enemy.islinked != l.goalentity.islinked)
+                                       if (l.enemy.team == l.goalentity.team)
+                                       {
+                                               if (!l.goalentity.islinked)
+                                               {
+                                                       stop = FALSE;
+                                                       l.goalentity.islinked = TRUE;
+                                                       dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
+                                               }
+                                               else if (!l.enemy.islinked)
+                                               {
+                                                       stop = FALSE;
+                                                       l.enemy.islinked = TRUE;
+                                                       dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
+                                               }
+                                       }
+                       l = l.chain;
+               }
+       }
+       // now that we know which points are powered we can mark their neighbors
+       // as unshielded if team differs
+       l = links;
+       while (l)
+       {
+               if (l.goalentity.islinked)
+               {
+                       if (l.goalentity.team != l.enemy.team)
+                       {
+                               dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
+                               l.enemy.isshielded = FALSE;
+                       }
+                       if(l.goalentity.classname == "onslaught_generator")
+                       {
+                               if(l.goalentity.team == COLOR_TEAM1)
+                                       l.enemy.isgenneighbor_red = TRUE;
+                               else if(l.goalentity.team == COLOR_TEAM2)
+                                       l.enemy.isgenneighbor_blue = TRUE;
+                       }
+                       else
+                       {
+                               if(l.goalentity.team == COLOR_TEAM1)
+                                       l.enemy.iscpneighbor_red = TRUE;
+                               else if(l.goalentity.team == COLOR_TEAM2)
+                                       l.enemy.iscpneighbor_blue = TRUE;
+                       }
+               }
+               if (l.enemy.islinked)
+               {
+                       if (l.goalentity.team != l.enemy.team)
+                       {
+                               dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
+                               l.goalentity.isshielded = FALSE;
+                       }
+                       if(l.enemy.classname == "onslaught_generator")
+                       {
+                               if(l.enemy.team == COLOR_TEAM1)
+                                       l.goalentity.isgenneighbor_red = TRUE;
+                               else if(l.enemy.team == COLOR_TEAM2)
+                                       l.goalentity.isgenneighbor_blue = TRUE;
+                       }
+                       else
+                       {
+                               if(l.enemy.team == COLOR_TEAM1)
+                                       l.goalentity.iscpneighbor_red = TRUE;
+                               else if(l.enemy.team == COLOR_TEAM2)
+                                       l.goalentity.iscpneighbor_blue = TRUE;
+                       }
+               }
+               l = l.chain;
+       }
+       // now update the takedamage and alpha variables on generator shields
+       l = findchain(classname, "onslaught_generator");
+       while (l)
+       {
+               if (l.isshielded)
+               {
+                       dprint(etos(l), " (generator) is shielded\n");
+                       l.enemy.alpha = 1;
+                       l.takedamage = DAMAGE_NO;
+                       l.bot_attack = FALSE;
+               }
+               else
+               {
+                       dprint(etos(l), " (generator) is not shielded\n");
+                       l.enemy.alpha = -1;
+                       l.takedamage = DAMAGE_AIM;
+                       l.bot_attack = TRUE;
+               }
+               l = l.chain;
+       }
+       // now update the takedamage and alpha variables on control point icons
+       l = findchain(classname, "onslaught_controlpoint");
+       while (l)
+       {
+               if (l.isshielded)
+               {
+                       dprint(etos(l), " (point) is shielded\n");
+                       l.enemy.alpha = 1;
+                       if (l.goalentity)
+                       {
+                               l.goalentity.takedamage = DAMAGE_NO;
+                               l.goalentity.bot_attack = FALSE;
+                       }
+               }
+               else
+               {
+                       dprint(etos(l), " (point) is not shielded\n");
+                       l.enemy.alpha = -1;
+                       if (l.goalentity)
+                       {
+                               l.goalentity.takedamage = DAMAGE_AIM;
+                               l.goalentity.bot_attack = TRUE;
+                       }
+               }
+               onslaught_controlpoint_updatesprite(l);
+               l = l.chain;
+       }
+       // count generators owned by each team
+       t1 = t2 = t3 = t4 = 0;
+       l = findchain(classname, "onslaught_generator");
+       while (l)
+       {
+               if (l.iscaptured)
+               {
+                       if (l.team == COLOR_TEAM1) t1 = 1;
+                       if (l.team == COLOR_TEAM2) t2 = 1;
+                       if (l.team == COLOR_TEAM3) t3 = 1;
+                       if (l.team == COLOR_TEAM4) t4 = 1;
+               }
+               onslaught_generator_updatesprite(l);
+               l = l.chain;
+       }
+       // see if multiple teams remain (if not, it's game over)
+       if (t1 + t2 + t3 + t4 < 2)
+               dprint("--- game over ---\n");
+       else
+               dprint("--- done updating links ---\n");
+}
+
+float onslaught_controlpoint_can_be_linked(entity cp, float t)
+{
+       if(t == COLOR_TEAM1)
+       {
+               if(cp.isgenneighbor_red)
+                       return 2;
+               if(cp.iscpneighbor_red)
+                       return 1;
+       }
+       else if(t == COLOR_TEAM2)
+       {
+               if(cp.isgenneighbor_blue)
+                       return 2;
+               if(cp.iscpneighbor_blue)
+                       return 1;
+       }
+       return 0;
+       /*
+          entity e;
+       // check to see if this player has a legitimate claim to capture this
+       // control point - more specifically that there is a captured path of
+       // points leading back to the team generator
+       e = findchain(classname, "onslaught_link");
+       while (e)
+       {
+       if (e.goalentity == cp)
+       {
+       dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
+       if (e.enemy.islinked)
+       {
+       dprint(" which is linked");
+       if (e.enemy.team == t)
+       {
+       dprint(" and has the correct team!\n");
+       return 1;
+       }
+       else
+       dprint(" but has the wrong team\n");
+       }
+       else
+       dprint("\n");
+       }
+       else if (e.enemy == cp)
+       {
+       dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
+       if (e.goalentity.islinked)
+       {
+       dprint(" which is linked");
+       if (e.goalentity.team == t)
+       {
+       dprint(" and has a team!\n");
+       return 1;
+       }
+       else
+       dprint(" but has the wrong team\n");
+       }
+       else
+       dprint("\n");
+       }
+       e = e.chain;
+       }
+       return 0;
+        */
+}
+
+float onslaught_controlpoint_attackable(entity cp, float t)
+       // -2: SAME TEAM, attackable by enemy!
+       // -1: SAME TEAM!
+       // 0: off limits
+       // 1: attack it
+       // 2: touch it
+       // 3: attack it (HIGH PRIO)
+       // 4: touch it (HIGH PRIO)
+{
+       float a;
+
+       if(cp.isshielded)
+       {
+               return 0;
+       }
+       else if(cp.goalentity)
+       {
+               // if there's already an icon built, nothing happens
+               if(cp.team == t)
+               {
+                       a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
+                       if(a) // attackable by enemy?
+                               return -2; // EMERGENCY!
+                       return -1;
+               }
+               // we know it can be linked, so no need to check
+               // but...
+               a = onslaught_controlpoint_can_be_linked(cp, t);
+               if(a == 2) // near our generator?
+                       return 3; // EMERGENCY!
+               return 1;
+       }
+       else
+       {
+               // free point
+               if(onslaught_controlpoint_can_be_linked(cp, t))
+               {
+                       a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
+                       if(a == 2)
+                               return 4; // GET THIS ONE NOW!
+                       else
+                               return 2; // TOUCH ME
+               }
+       }
+       return 0;
+}
+
+float overtime_msg_time;
+void onslaught_generator_think()
+{
+       float d;
+       entity e;
+       self.nextthink = ceil(time + 1);
+       if (!gameover)
+       {
+               if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
+               {
+                       if (!overtime_msg_time)
+                       {
+                               FOR_EACH_PLAYER(e)
+                                       centerprint(e, "^3Now playing ^1OVERTIME^3!\n^3Generators start now to decay.\n^3The more control points your team holds,\n^3the faster the enemy generator decays.");
+                               overtime_msg_time = time;
+                       }
+                       // self.max_health / 300 gives 5 minutes of overtime.
+                       // control points reduce the overtime duration.
+                       sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
+                       d = 1;
+                       e = findchain(classname, "onslaught_controlpoint");
+                       while (e)
+                       {
+                               if (e.team != self.team)
+                                       if (e.islinked)
+                                               d = d + 1;
+                               e = e.chain;
+                       }\r
+                       
+                       if(autocvar_g_campaign && autocvar__campaign_testrun)
+                               d = d * self.max_health;
+                       else
+                               d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
+                       \r
+                       Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
+               }
+               else if (overtime_msg_time)
+                       overtime_msg_time = 0;\r
+        \r
+        if(!self.isshielded && self.wait < time)\r
+        {\r
+            self.wait = time + 5;\r
+            FOR_EACH_PLAYER(e)\r
+            {\r
+                if(e.team == self.team)\r
+                {\r
+                    centerprint(e, "^1Your generator is NOT shielded!\n^7Re-capture controlpoints to shield it!");\r
+                    soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTN_NONE);    // FIXME: Uniqe sound?\r
+                }                                  \r
+            }                                              \r
+        }    
+       }
+}
+
+void onslaught_generator_ring_spawn(vector org)
+{
+       modeleffect_spawn("models/onslaught/shockwavetransring.md3", 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, -16, 0.1, 1.25, 0.25);
+}
+
+void onslaught_generator_ray_think()
+{
+       self.nextthink = time + 0.05;
+       if(self.count > 10)
+       {
+               self.think = SUB_Remove;
+               return;
+       }
+
+       if(self.count > 5)
+               self.alpha -= 0.1;
+       else
+               self.alpha += 0.1;
+
+       self.scale += 0.2;
+       self.count +=1;
+}
+
+void onslaught_generator_ray_spawn(vector org)
+{
+       entity e;
+       e = spawn();
+       setmodel(e, "models/onslaught/ons_ray.md3");
+       setorigin(e, org);
+       e.angles = randomvec() * 360;
+       e.alpha = 0;
+       e.scale = random() * 5 + 8;
+       e.think = onslaught_generator_ray_think;
+       e.nextthink = time + 0.05;
+}
+
+void onslaught_generator_shockwave_spawn(vector org)
+{
+       shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
+}
+
+void onslaught_generator_damage_think()
+{
+       if(self.owner.health < 0)
+       {
+               self.think = SUB_Remove;
+               return;
+       }
+       self.nextthink = time+0.1;
+
+       // damaged fx (less probable the more damaged is the generator)
+       if(random() < 0.9 - self.owner.health / self.owner.max_health)
+               if(random() < 0.01)
+               {
+                       pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
+                       sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
+               }
+               else
+                       pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
+}
+
+void onslaught_generator_damage_spawn(entity gd_owner)
+{
+       entity e;
+       e = spawn();
+       e.owner = gd_owner;
+       e.health = self.owner.health;
+       setorigin(e, gd_owner.origin);
+       e.think = onslaught_generator_damage_think;
+       e.nextthink = time+1;
+}
+
+void onslaught_generator_deaththink()
+{
+       vector org;
+       float i;
+
+       if not (self.count)
+               self.count = 40;
+
+       // White shockwave
+       if(self.count==40||self.count==20)
+       {
+               onslaught_generator_ring_spawn(self.origin);
+               sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
+       }
+
+       // Throw some gibs
+       if(random() < 0.3)
+       {
+               i = random();
+               if(i < 0.3)
+                       ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
+               else if(i > 0.7)
+                       ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
+               else
+                       ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
+       }
+
+       // Spawn fire balls
+       for(i=0;i < 10;++i)
+       {
+               org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
+               pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
+       }
+
+       // Short explosion sound + small explosion
+       if(random() < 0.25)
+       {
+               te_explosion(self.origin);
+               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+       }
+
+       // Particles
+       org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
+       pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
+
+       // rays
+       if(random() > 0.25 )
+       {
+               onslaught_generator_ray_spawn(self.origin);
+       }
+
+       // Final explosion
+       if(self.count==1)
+       {
+               org = self.origin;
+               te_explosion(org);
+               onslaught_generator_shockwave_spawn(org);
+               pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
+               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+       }
+       else
+               self.nextthink = time + 0.05;
+
+       self.count = self.count - 1;
+}
+
+void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       float i;
+       if (damage <= 0)
+               return;
+       if(inWarmupStage)
+               return;
+       if (attacker != self)
+       {
+               if (self.isshielded)
+               {
+                       // this is protected by a shield, so ignore the damage
+                       if (time > self.pain_finished)
+                               if (attacker.classname == "player")
+                               {
+                                       play2(attacker, "onslaught/damageblockedbyshield.wav");
+                                       self.pain_finished = time + 1;
+                               }
+                       return;
+               }
+               if (time > self.pain_finished)
+               {
+                       self.pain_finished = time + 10;
+                       bprint(ColoredTeamName(self.team), " generator under attack!\n");
+                       play2team(self.team, "onslaught/generator_underattack.wav");
+               }
+       }
+       self.health = self.health - damage;
+       WaypointSprite_UpdateHealth(self.sprite, self.health);
+       // choose an animation frame based on health
+       self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
+       // see if the generator is still functional, or dying
+       if (self.health > 0)
+       {
+#ifdef ONSLAUGHT_SPAM
+               float h, lh;
+               lh = ceil(self.lasthealth / 100) * 100;
+               h = ceil(self.health / 100) * 100;
+               if(lh != h)
+                       bprint(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
+#endif
+               self.lasthealth = self.health;
+       }
+       else if not(inWarmupStage)
+       {
+               if (attacker == self)
+                       bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
+               else
+               {
+                       string t;
+                       t = ColoredTeamName(attacker.team);
+                       bprint(ColoredTeamName(self.team), " generator destroyed by ", t, "!\n");
+               }
+               self.iscaptured = FALSE;
+               self.islinked = FALSE;
+               self.isshielded = FALSE;
+               self.takedamage = DAMAGE_NO; // can't be hurt anymore
+               self.event_damage = SUB_Null; // won't do anything if hurt
+               self.count = 0; // reset counter
+               self.think = onslaught_generator_deaththink; // explosion sequence
+               self.nextthink = time; // start exploding immediately
+               self.think(); // do the first explosion now
+
+               WaypointSprite_UpdateMaxHealth(self.sprite, 0);
+
+               onslaught_updatelinks();
+       }
+
+       if(self.health <= 0)
+               setmodel(self, "models/onslaught/generator_dead.md3");
+       else if(self.health < self.max_health * 0.10)
+               setmodel(self, "models/onslaught/generator_dmg9.md3");
+       else if(self.health < self.max_health * 0.20)
+               setmodel(self, "models/onslaught/generator_dmg8.md3");
+       else if(self.health < self.max_health * 0.30)
+               setmodel(self, "models/onslaught/generator_dmg7.md3");
+       else if(self.health < self.max_health * 0.40)
+               setmodel(self, "models/onslaught/generator_dmg6.md3");
+       else if(self.health < self.max_health * 0.50)
+               setmodel(self, "models/onslaught/generator_dmg5.md3");
+       else if(self.health < self.max_health * 0.60)
+               setmodel(self, "models/onslaught/generator_dmg4.md3");
+       else if(self.health < self.max_health * 0.70)
+               setmodel(self, "models/onslaught/generator_dmg3.md3");
+       else if(self.health < self.max_health * 0.80)
+               setmodel(self, "models/onslaught/generator_dmg2.md3");
+       else if(self.health < self.max_health * 0.90)
+               setmodel(self, "models/onslaught/generator_dmg1.md3");
+       setsize(self, '-52 -52 -14', '52 52 75');
+
+       // Throw some flaming gibs on damage, more damage = more chance for gib
+       if(random() < damage/220)
+       {
+               sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+               i = random();
+               if(i < 0.3)
+                       ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
+               else if(i > 0.7)
+                       ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
+               else
+                       ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
+       }
+       else
+       {
+               // particles on every hit
+               pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
+
+               //sound on every hit
+               if (random() < 0.5)
+                       sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
+               else
+                       sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
+       }
+
+       //throw some gibs on damage
+       if(random() < damage/200+0.2)
+               if(random() < 0.5)
+                       ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
+}
+
+// update links after a delay
+void onslaught_generator_delayed()
+{
+       onslaught_updatelinks();
+       // now begin normal thinking
+       self.think = onslaught_generator_think;
+       self.nextthink = time;
+}
+
+string onslaught_generator_waypointsprite_for_team(entity e, float t)
+{
+       if(t == e.team)
+       {
+               if(e.team == COLOR_TEAM1)
+                       return "ons-gen-red";
+               else if(e.team == COLOR_TEAM2)
+                       return "ons-gen-blue";
+       }
+       if(e.isshielded)
+               return "ons-gen-shielded";
+       if(e.team == COLOR_TEAM1)
+               return "ons-gen-red";
+       else if(e.team == COLOR_TEAM2)
+               return "ons-gen-blue";
+       return "";
+}
+
+void onslaught_generator_updatesprite(entity e)
+{
+       string s1, s2, s3;
+       s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
+       s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
+       s3 = onslaught_generator_waypointsprite_for_team(e, -1);
+       WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
+
+       if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
+       {
+               e.lastteam = e.team + 2;
+               e.lastshielded = e.isshielded;
+               if(e.lastshielded)
+               {
+                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
+               }
+               else
+               {
+                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
+               }
+               WaypointSprite_Ping(e.sprite);
+       }
+}
+
+string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
+{
+       float a;
+       if(t != -1)
+       {
+               a = onslaught_controlpoint_attackable(e, t);
+               if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
+               {
+                       if(e.team == COLOR_TEAM1)
+                               return "ons-cp-atck-red";
+                       else if(e.team == COLOR_TEAM2)
+                               return "ons-cp-atck-blue";
+                       else
+                               return "ons-cp-atck-neut";
+               }
+               else if(a == -2) // DEFEND THIS ONE NOW
+               {
+                       if(e.team == COLOR_TEAM1)
+                               return "ons-cp-dfnd-red";
+                       else if(e.team == COLOR_TEAM2)
+                               return "ons-cp-dfnd-blue";
+               }
+               else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
+               {
+                       if(e.team == COLOR_TEAM1)
+                               return "ons-cp-red";
+                       else if(e.team == COLOR_TEAM2)
+                               return "ons-cp-blue";
+               }
+               else if(a == 2) // touch it
+                       return "ons-cp-neut";
+       }
+       else
+       {
+               if(e.team == COLOR_TEAM1)
+                       return "ons-cp-red";
+               else if(e.team == COLOR_TEAM2)
+                       return "ons-cp-blue";
+               else
+                       return "ons-cp-neut";
+       }
+       return "";
+}
+
+void onslaught_controlpoint_updatesprite(entity e)
+{
+       string s1, s2, s3;
+       s1 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM1);
+       s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
+       s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
+       WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
+
+       float sh;
+       sh = !(onslaught_controlpoint_can_be_linked(e, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
+
+       if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
+       {
+               if(e.iscaptured) // don't mess up build bars!
+               {
+                       if(sh)
+                       {
+                               WaypointSprite_UpdateMaxHealth(e.sprite, 0);
+                       }
+                       else
+                       {
+                               WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
+                               WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
+                       }
+               }
+               if(e.lastshielded)
+               {
+                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
+               }
+               else
+               {
+                       if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
+                       else
+                               WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
+               }
+               WaypointSprite_Ping(e.sprite);
+
+               e.lastteam = e.team + 2;
+               e.lastshielded = sh;
+               e.lastcaptured = e.iscaptured;
+       }
+}
+
+void onslaught_generator_reset()
+{
+       self.team = self.team_saved;
+       self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
+       self.takedamage = DAMAGE_AIM;
+       self.bot_attack = TRUE;
+       self.iscaptured = TRUE;
+       self.islinked = TRUE;
+       self.isshielded = TRUE;
+       self.enemy.solid = SOLID_NOT;
+       self.think = onslaught_generator_delayed;
+       self.nextthink = time + 0.2;
+       setmodel(self, "models/onslaught/generator.md3");
+       setsize(self, '-52 -52 -14', '52 52 75');
+\r
+       if (!self.noalign)
+        droptofloor();
+\r
+       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+       WaypointSprite_UpdateHealth(self.sprite, self.health);
+}
+
+/*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
+  Base generator.
+
+  spawnfunc_onslaught_link entities can target this.
+
+keys:
+"team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
+"targetname" - name that spawnfunc_onslaught_link entities will use to target this.
+ */
+void spawnfunc_onslaught_generator()
+{
+       if (!g_onslaught)
+       {
+               remove(self);
+               return;
+       }
+
+       //entity e;
+       precache_model("models/onslaught/generator.md3");
+       precache_model("models/onslaught/generator_shield.md3");
+       precache_model("models/onslaught/generator_dmg1.md3");
+       precache_model("models/onslaught/generator_dmg2.md3");
+       precache_model("models/onslaught/generator_dmg3.md3");
+       precache_model("models/onslaught/generator_dmg4.md3");
+       precache_model("models/onslaught/generator_dmg5.md3");
+       precache_model("models/onslaught/generator_dmg6.md3");
+       precache_model("models/onslaught/generator_dmg7.md3");
+       precache_model("models/onslaught/generator_dmg8.md3");
+       precache_model("models/onslaught/generator_dmg9.md3");
+       precache_model("models/onslaught/generator_dead.md3");
+       precache_model("models/onslaught/shockwave.md3");
+       precache_model("models/onslaught/shockwavetransring.md3");
+       precache_model("models/onslaught/gen_gib1.md3");
+       precache_model("models/onslaught/gen_gib2.md3");
+       precache_model("models/onslaught/gen_gib3.md3");
+       precache_model("models/onslaught/ons_ray.md3");
+       precache_sound("onslaught/generator_decay.wav");
+       precache_sound("weapons/grenade_impact.wav");
+       precache_sound("weapons/rocket_impact.wav");
+       precache_sound("onslaught/generator_underattack.wav");
+       precache_sound("onslaught/shockwave.wav");
+       precache_sound("onslaught/ons_hit1.wav");
+       precache_sound("onslaught/ons_hit2.wav");
+       precache_sound("onslaught/electricity_explode.wav");
+       if (!self.team)
+               objerror("team must be set");
+       \r
+       if(self.team == COLOR_TEAM1)\r
+        ons_red_generator = self;\r
+\r
+       if(self.team == COLOR_TEAM2)\r
+        ons_blue_generator = self;\r
+        \r
+       self.team_saved = self.team;
+       self.colormap = 1024 + (self.team - 1) * 17;
+       self.solid = SOLID_BBOX;
+       self.movetype = MOVETYPE_NONE;
+       self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
+       setmodel(self, "models/onslaught/generator.md3");
+       setsize(self, '-52 -52 -14', '52 52 75');
+       setorigin(self, self.origin);
+       self.takedamage = DAMAGE_AIM;
+       self.bot_attack = TRUE;
+       self.event_damage = onslaught_generator_damage;
+       self.iscaptured = TRUE;
+       self.islinked = TRUE;
+       self.isshielded = TRUE;
+       // helper entity that create fx when generator is damaged
+       onslaught_generator_damage_spawn(self);
+       // spawn shield model which indicates whether this can be damaged
+       self.enemy = spawn();
+       setattachment(self.enemy , self, "");\r
+       self.enemy.classname = "onslaught_generator_shield";
+       self.enemy.solid = SOLID_NOT;
+       self.enemy.movetype = MOVETYPE_NONE;
+       self.enemy.effects = EF_ADDITIVE;
+       setmodel(self.enemy, "models/onslaught/generator_shield.md3");
+       //setorigin(e, self.origin);
+       self.enemy.colormap = self.colormap;
+       self.enemy.team = self.team;
+       //self.think = onslaught_generator_delayed;
+       //self.nextthink = time + 0.2;
+       InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
+
+       WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
+       WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
+       WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+       WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+       waypoint_spawnforitem(self);
+
+       onslaught_updatelinks();
+       \r
+       self.reset = onslaught_generator_reset;
+}
+
+.float waslinked;
+.float cp_bob_spd;
+.vector cp_origin, cp_bob_origin, cp_bob_dmg;
+
+float ons_notification_time_team1;
+float ons_notification_time_team2;
+
+void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+       entity oself;
+       float nag;
+
+       if (damage <= 0)
+               return;
+       if (self.owner.isshielded)
+       {
+               // this is protected by a shield, so ignore the damage
+               if (time > self.pain_finished)
+                       if (attacker.classname == "player")
+                       {
+                               play2(attacker, "onslaught/damageblockedbyshield.wav");
+                               self.pain_finished = time + 1;
+                       }
+               return;
+       }
+
+       if (attacker.classname == "player")
+       {
+               nag = FALSE;
+               if(self.team == COLOR_TEAM1)
+               {
+                       if(time - ons_notification_time_team1 > 10)
+                       {
+                               nag = TRUE;
+                               ons_notification_time_team1 = time;
+                       }
+               }
+               else if(self.team == COLOR_TEAM2)
+               {
+                       if(time - ons_notification_time_team2 > 10)
+                       {
+                               nag = TRUE;
+                               ons_notification_time_team2 = time;
+                       }
+               }
+               else
+                       nag = TRUE;
+
+               if(nag)
+                       play2team(self.team, "onslaught/controlpoint_underattack.wav");
+       }
+
+       self.health = self.health - damage;
+       if(self.owner.iscaptured)
+               WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
+       else
+               WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
+       self.pain_finished = time + 1;
+       self.punchangle = (2 * randomvec() - '1 1 1') * 45;
+       self.cp_bob_dmg_z = (2 * random() - 1) * 15;
+       // colormod flash when shot
+       self.colormod = '2 2 2';
+       // particles on every hit
+       pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
+       //sound on every hit
+       if (random() < 0.5)
+               sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
+       else
+               sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
+
+       if (self.health < 0)
+       {
+               sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+               pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+               {
+                       string t;
+                       t = ColoredTeamName(attacker.team);
+                       bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
+                       ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
+               }
+               self.owner.goalentity = world;
+               self.owner.islinked = FALSE;
+               self.owner.iscaptured = FALSE;
+               self.owner.team = 0;
+               self.owner.colormap = 1024;
+
+               WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
+
+               onslaught_updatelinks();
+
+               // Use targets now (somebody make sure this is in the right place..)
+               oself = self;
+               self = self.owner;
+               activator = self;
+               SUB_UseTargets ();
+               self = oself;
+
+
+               self.owner.waslinked = self.owner.islinked;
+               if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
+                       setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
+               //setsize(self, '-32 -32 0', '32 32 8');
+
+               remove(self);
+       }
+}
+
+void onslaught_controlpoint_icon_think()
+{
+       entity oself;
+       self.nextthink = time + sys_frametime;
+       if (time > self.pain_finished + 5)
+       {
+               if(self.health < self.max_health)
+               {
+                       self.health = self.health + self.count;
+                       if (self.health >= self.max_health)
+                               self.health = self.max_health;
+                       WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
+               }
+       }
+       if (self.health < self.max_health * 0.25)
+               setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
+       else if (self.health < self.max_health * 0.50)
+               setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
+       else if (self.health < self.max_health * 0.75)
+               setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
+       else if (self.health < self.max_health * 0.90)
+               setmodel(self, "models/onslaught/controlpoint_icon.md3");
+       // colormod flash when shot
+       self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
+
+       if(self.owner.islinked != self.owner.waslinked)
+       {
+               // unteam the spawnpoint if needed
+               float t;
+               t = self.owner.team;
+               if(!self.owner.islinked)
+                       self.owner.team = 0;
+
+               oself = self;
+               self = self.owner;
+               activator = self;
+               SUB_UseTargets ();
+               self = oself;
+
+               self.owner.team = t;
+
+               self.owner.waslinked = self.owner.islinked;
+       }
+
+       if (self.punchangle_x > 0)
+       {
+               self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
+               if (self.punchangle_x < 0)
+                       self.punchangle_x = 0;
+       }
+       else if (self.punchangle_x < 0)
+       {
+               self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
+               if (self.punchangle_x > 0)
+                       self.punchangle_x = 0;
+       }
+
+       if (self.punchangle_y > 0)
+       {
+               self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
+               if (self.punchangle_y < 0)
+                       self.punchangle_y = 0;
+       }
+       else if (self.punchangle_y < 0)
+       {
+               self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
+               if (self.punchangle_y > 0)
+                       self.punchangle_y = 0;
+       }
+
+       if (self.punchangle_z > 0)
+       {
+               self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
+               if (self.punchangle_z < 0)
+                       self.punchangle_z = 0;
+       }
+       else if (self.punchangle_z < 0)
+       {
+               self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
+               if (self.punchangle_z > 0)
+                       self.punchangle_z = 0;
+       }
+
+       self.angles_x = self.punchangle_x;
+       self.angles_y = self.punchangle_y + self.mangle_y;
+       self.angles_z = self.punchangle_z;
+       self.mangle_y = self.mangle_y + 45 * sys_frametime;
+
+       self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
+       self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
+       if(self.cp_bob_dmg_z > 0)
+               self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
+       else
+               self.cp_bob_dmg_z = 0;
+       setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
+
+       // damaged fx
+       if(random() < 0.6 - self.health / self.max_health)
+       {
+               pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
+
+               if(random() > 0.8)
+                       sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
+               else if (random() > 0.5)
+                       sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
+       }
+}
+
+void onslaught_controlpoint_icon_buildthink()
+{
+       entity oself;
+       float a;
+
+       self.nextthink = time + sys_frametime;
+
+       // only do this if there is power
+       a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
+       if(!a)
+               return;
+
+       self.health = self.health + self.count;
+
+       if (self.health >= self.max_health)
+       {
+               self.health = self.max_health;
+               self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
+               self.think = onslaught_controlpoint_icon_think;
+               sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
+               bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
+               self.owner.iscaptured = TRUE;
+
+               WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
+               WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
+
+               onslaught_updatelinks();
+
+               // Use targets now (somebody make sure this is in the right place..)
+               oself = self;
+               self = self.owner;
+               activator = self;
+               SUB_UseTargets ();
+               self = oself;
+               self.cp_origin = self.origin;
+               self.cp_bob_origin = '0 0 0.1';
+               self.cp_bob_spd = 0;
+       }
+       self.alpha = self.health / self.max_health;
+       // colormod flash when shot
+       self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
+       if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
+               setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
+       //setsize(self, '-32 -32 0', '32 32 8');
+
+       if(random() < 0.9 - self.health / self.max_health)
+               pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
+}
+
+
+
+
+void onslaught_controlpoint_touch()
+{
+       entity e;
+       float a;
+       if (other.classname != "player")
+               return;
+       a = onslaught_controlpoint_attackable(self, other.team);
+       if(a != 2 && a != 4)
+               return;
+       // we've verified that this player has a legitimate claim to this point,
+       // so start building the captured point icon (which only captures this
+       // point if it successfully builds without being destroyed first)
+       self.goalentity = e = spawn();
+       e.classname = "onslaught_controlpoint_icon";
+       e.owner = self;
+       e.max_health = autocvar_g_onslaught_cp_health;
+       e.health = autocvar_g_onslaught_cp_buildhealth;
+       e.solid = SOLID_BBOX;
+       e.movetype = MOVETYPE_NONE;
+       setmodel(e, "models/onslaught/controlpoint_icon.md3");
+       setsize(e, '-32 -32 -32', '32 32 32');
+       setorigin(e, self.origin + '0 0 96');
+       e.takedamage = DAMAGE_AIM;
+       e.bot_attack = TRUE;
+       e.event_damage = onslaught_controlpoint_icon_damage;
+       e.team = other.team;
+       e.colormap = 1024 + (e.team - 1) * 17;
+       e.think = onslaught_controlpoint_icon_buildthink;
+       e.nextthink = time + sys_frametime;
+       e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
+       sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
+       self.team = e.team;
+       self.colormap = e.colormap;
+       WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
+       onslaught_updatelinks();
+}
+
+void onslaught_controlpoint_reset()
+{
+       if(self.goalentity && self.goalentity != world)
+               remove(self.goalentity);
+       self.goalentity = world;
+       self.team = 0;
+       self.colormap = 1024;
+       self.iscaptured = FALSE;
+       self.islinked = FALSE;
+       self.isshielded = TRUE;
+       self.enemy.solid = SOLID_NOT;
+       self.enemy.colormap = self.colormap;
+       self.think = self.enemy.think = SUB_Null;
+       self.nextthink = 0; // don't like SUB_Null :P
+       setmodel(self, "models/onslaught/controlpoint_pad.md3");
+       //setsize(self, '-32 -32 0', '32 32 8');
+
+       WaypointSprite_UpdateMaxHealth(self.sprite, 0);
+
+       onslaught_updatelinks();
+
+       activator = self;
+       SUB_UseTargets(); // to reset the structures, playerspawns etc.
+}
+
+/*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
+  Control point. Be sure to give this enough clearance so that the shootable part has room to exist
+
+  This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
+
+keys:
+"targetname" - name that spawnfunc_onslaught_link entities will use to target this.
+"target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
+"message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
+ */
+void spawnfunc_onslaught_controlpoint()
+{
+       //entity e;
+       if (!g_onslaught)
+       {
+               remove(self);
+               return;
+       }
+       precache_model("models/onslaught/controlpoint_pad.md3");
+       precache_model("models/onslaught/controlpoint_pad2.md3");
+       precache_model("models/onslaught/controlpoint_shield.md3");
+       precache_model("models/onslaught/controlpoint_icon.md3");
+       precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
+       precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
+       precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
+       precache_model("models/onslaught/controlpoint_icon_gib1.md3");
+       precache_model("models/onslaught/controlpoint_icon_gib2.md3");
+       precache_model("models/onslaught/controlpoint_icon_gib4.md3");
+       precache_sound("onslaught/controlpoint_build.wav");
+       precache_sound("onslaught/controlpoint_built.wav");
+       precache_sound("weapons/grenade_impact.wav");
+       precache_sound("onslaught/damageblockedbyshield.wav");
+       precache_sound("onslaught/controlpoint_underattack.wav");
+       precache_sound("onslaught/ons_spark1.wav");
+       precache_sound("onslaught/ons_spark2.wav");
+       self.solid = SOLID_BBOX;
+       self.movetype = MOVETYPE_NONE;
+       setmodel(self, "models/onslaught/controlpoint_pad.md3");
+       //setsize(self, '-32 -32 0', '32 32 8');
+       if (!self.noalign)
+        droptofloor();\r
+       \r
+       setorigin(self, self.origin);
+       self.touch = onslaught_controlpoint_touch;
+       self.team = 0;
+       self.colormap = 1024;
+       self.iscaptured = FALSE;
+       self.islinked = FALSE;
+       self.isshielded = TRUE;
+       // spawn shield model which indicates whether this can be damaged
+       self.enemy = spawn();
+       self.enemy.classname = "onslaught_controlpoint_shield";
+       self.enemy.solid = SOLID_NOT;
+       self.enemy.movetype = MOVETYPE_NONE;
+       self.enemy.effects = EF_ADDITIVE;
+       setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");\r
+       \r
+       setattachment(self.enemy , self, "");
+       //setsize(e, '-32 -32 0', '32 32 128');
+\r
+       //setorigin(e, self.origin);
+       self.enemy.colormap = self.colormap;
+
+       waypoint_spawnforitem(self);
+
+       WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
+       WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
+
+       onslaught_updatelinks();\r
+       
+       self.reset = onslaught_controlpoint_reset;
+}
+
+float onslaught_link_send(entity to, float sendflags)
+{
+       WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
+       WriteByte(MSG_ENTITY, sendflags);
+       if(sendflags & 1)
+       {
+               WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
+               WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
+               WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
+       }
+       if(sendflags & 2)
+       {
+               WriteCoord(MSG_ENTITY, self.enemy.origin_x);
+               WriteCoord(MSG_ENTITY, self.enemy.origin_y);
+               WriteCoord(MSG_ENTITY, self.enemy.origin_z);
+       }
+       if(sendflags & 4)
+       {
+               WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
+       }
+       return TRUE;
+}
+
+void onslaught_link_checkupdate()
+{
+       // TODO check if the two sides have moved (currently they won't move anyway)
+       float redpower, bluepower;
+
+       redpower = bluepower = 0;
+       if(self.goalentity.islinked)
+       {
+               if(self.goalentity.team == COLOR_TEAM1)
+                       redpower = 1;
+               else if(self.goalentity.team == COLOR_TEAM2)
+                       bluepower = 1;
+       }
+       if(self.enemy.islinked)
+       {
+               if(self.enemy.team == COLOR_TEAM1)
+                       redpower = 2;
+               else if(self.enemy.team == COLOR_TEAM2)
+                       bluepower = 2;
+       }
+
+       float cc;
+       if(redpower == 1 && bluepower == 2)
+               cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
+       else if(redpower == 2 && bluepower == 1)
+               cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
+       else if(redpower)
+               cc = (COLOR_TEAM1 - 1) * 0x11;
+       else if(bluepower)
+               cc = (COLOR_TEAM2 - 1) * 0x11;
+       else
+               cc = 0;
+
+       //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
+       //print("cc=", ftos(cc), "\n");
+
+       if(cc != self.clientcolors)
+       {
+               self.clientcolors = cc;
+               self.SendFlags |= 4;
+       }
+
+       self.nextthink = time;
+}
+
+void onslaught_link_delayed()
+{
+       self.goalentity = find(world, targetname, self.target);
+       self.enemy = find(world, targetname, self.target2);
+       if (!self.goalentity)
+               objerror("can not find target\n");
+       if (!self.enemy)
+               objerror("can not find target2\n");
+       dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
+       self.SendFlags |= 3;
+       self.think = onslaught_link_checkupdate;
+       self.nextthink = time;
+}
+
+/*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
+  Link between control points.
+
+  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.
+
+keys:
+"target" - first control point.
+"target2" - second control point.
+ */
+void spawnfunc_onslaught_link()
+{
+       if (!g_onslaught)
+       {
+               remove(self);
+               return;
+       }
+       if (self.target == "" || self.target2 == "")
+               objerror("target and target2 must be set\n");
+       InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
+       Net_LinkEntity(self, FALSE, 0, onslaught_link_send);
+}\r
+\r
+MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
+{
+       ret_string = strcat(ret_string, ":ONS");
+       return 0;
+}
+
+MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
+{
+       ret_string = strcat(ret_string, ", Onslught");
+       return 0;
+}\r
+\r
+MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
+{\r
+    \r
+    /*\r
+    float _neer_home = (random() > 0.5 ? TRUE : FALSE);\r
+    
+       RandomSelection_Init();
+       \r
+       if(self.team == COLOR_TEAM1)\r
+        RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);\r
+       \r
+       if(self.team == COLOR_TEAM2)\r
+        RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);\r
+       \r
+       entity _cp = findchain(classname, "onslaught_controlpoint"):\r
+       while _cp;
+       {\r
+           if(_cp.team == self.team)            
+            RandomSelection_Add(_cp, 0, string_null, 1, 1);\r
+               \r
+               _cp = _cp.chain;
+       }
+
+       if(RandomSelection_chosen_ent)
+       {
+               self.tur_head = RandomSelection_chosen_ent;
+               spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
+       }
+       else if(self.team == spawn_spot.team)
+               spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
+    \r
+    */\r
+    
+       return 0;
+}\r
+\r
+MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)\r
+{\r
+    if(!autocvar_g_onslaught_spawn_at_controlpoints)\r
+        return 0;\r
+        \r
+    if(random() < 0.5)  // 50/50 chane to use default spawnsystem.\r
+        return 0;\r
+    \r
+    float _close_to_home = ((random() > 0.5) ? TRUE : FALSE);\r
+    entity _best, _trg_gen;\r
+    float _score, _best_score = MAX_SHOT_DISTANCE;\r
+    
+       RandomSelection_Init();\r
+    \r
+       if(self.team == COLOR_TEAM1)\r
+       {\r
+           if(!_close_to_home)\r
+            _trg_gen = ons_blue_generator;\r
+        else    \r
+            _trg_gen  = ons_red_generator;        \r
+       }\r
+       \r
+       if(self.team == COLOR_TEAM2)\r
+       {\r
+           if(_close_to_home)\r
+            _trg_gen = ons_blue_generator;\r
+        else    \r
+            _trg_gen  = ons_red_generator;        \r
+       }\r
+       \r
+       entity _cp = findchain(classname, "onslaught_controlpoint");\r
+       while(_cp)
+       {\r
+           if(_cp.team == self.team)            
+        {            \r
+            _score = vlen(_trg_gen.origin - _cp.origin);\r
+            if(_score < _best_score)\r
+            {\r
+                _best = _cp;\r
+                _best_score = _score;            \r
+            }\r
+        }              \r
+               _cp = _cp.chain;
+       }\r
+       \r
+    vector _loc;        \r
+    float i;    \r
+    if(_best)\r
+    {\r
+        for(i = 0; i < 10; ++i)\r
+        {\r
+            _loc = _best.origin + '0 0 96';\r
+            _loc += ('0 1 0' * random()) * 128; \r
+            tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);\r
+            if(trace_fraction == 1.0 && !trace_startsolid)\r
+            {\r
+                setorigin(self, _loc);\r
+                self.angles = normalize(_loc - _best.origin) * RAD2DEG;\r
+                return 0;\r
+            }\r
+        }\r
+    }\r
+    else\r
+    {\r
+        if(!autocvar_g_onslaught_spawn_at_generator)\r
+            return 0;\r
+        \r
+        _trg_gen = ((self.team == COLOR_TEAM1) ? ons_red_generator : ons_blue_generator);\r
+        \r
+        for(i = 0; i < 10; ++i)\r
+        {\r
+            _loc = _trg_gen.origin + '0 0 96';\r
+            _loc += ('0 1 0' * random()) * 128; \r
+            tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);\r
+            if(trace_fraction == 1.0 && !trace_startsolid)\r
+            {\r
+                setorigin(self, _loc);\r
+                self.angles = normalize(_loc - _trg_gen.origin) * RAD2DEG;\r
+                return 0;\r
+            }\r
+        }\r
+    }\r
+    \r
+    return 0;\r
+}\r
+\r
+MUTATOR_DEFINITION(gamemode_onslaught)
+{
+       //MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(MakePlayerObserver, nexball_BallDrop, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(ClientDisconnect, nexball_BallDrop, CBC_ORDER_ANY);\r
+       //MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
+       MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+       MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
+       //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);\r
+       
+       MUTATOR_ONADD
+       {
+               //InitializeEntity(world, nb_delayedinit, INITPRIO_GAMETYPE);
+       }
+
+       return 0;
+}
index 4e7d9a6512bd47b8806d2f791fa5fc04cd9ab035..8ba7320f2f086e546d479e1502cbf4524ceda8d2 100644 (file)
@@ -2,6 +2,7 @@ MUTATOR_DECLARATION(gamemode_keyhunt);
 MUTATOR_DECLARATION(gamemode_freezetag);
 MUTATOR_DECLARATION(gamemode_keepaway);
 MUTATOR_DECLARATION(gamemode_nexball);
+MUTATOR_DECLARATION(gamemode_onslaught);
 
 MUTATOR_DECLARATION(mutator_dodging);
 MUTATOR_DECLARATION(mutator_invincibleprojectiles);
index 1890eddd97a679ae3f279e258dcfe0eb55c6c9f4..4dde8f22bae838af22ae430c833f9194225b064e 100644 (file)
@@ -140,7 +140,7 @@ antilag.qc
 
 ctf.qc
 domination.qc
-mode_onslaught.qc
+//mode_onslaught.qc
 //nexball.qc
 g_hook.qc
 
@@ -209,6 +209,7 @@ mutators/gamemode_nexball.qc
 mutators/gamemode_keyhunt.qc
 mutators/gamemode_freezetag.qc
 mutators/gamemode_keepaway.qc
+mutators/gamemode_onslaught.qc
 mutators/mutator_invincibleproj.qc
 mutators/mutator_new_toys.qc
 mutators/mutator_nix.qc
index f37167a498e268b98e4819ffaf099b10c7c5462d..ee80f812b202a52c3866fd29775962b37e6e07c8 100644 (file)
@@ -213,6 +213,7 @@ void InitGameplayMode()
        {
                ActivateTeamplay();
                have_team_spawns = -1; // request team spawns
+               MUTATOR_ADD(gamemode_onslaught);
        }
 
        if(g_race)