+++ /dev/null
-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);
-}
--- /dev/null
+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;
+}