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Some more defs.qh cleanup, update gameplay hash (again)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / domination / sv_domination.qc
1 #include "sv_domination.qh"
2
3 #include <server/command/vote.qh>
4 #include <server/gamelog.qh>
5 #include <server/teamplay.qh>
6 #include <common/mapobjects/platforms.qh>
7
8 bool g_domination;
9
10 int autocvar_g_domination_default_teams;
11 bool autocvar_g_domination_disable_frags;
12 int autocvar_g_domination_point_amt;
13 bool autocvar_g_domination_point_fullbright;
14 float autocvar_g_domination_round_timelimit;
15 float autocvar_g_domination_warmup;
16 float autocvar_g_domination_point_rate;
17 int autocvar_g_domination_teams_override;
18
19 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
20 {
21         if(autocvar_sv_eventlog)
22                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
23 }
24
25 void set_dom_state(entity e)
26 {
27         STAT(DOM_TOTAL_PPS, e) = total_pps;
28         STAT(DOM_PPS_RED, e) = pps_red;
29         STAT(DOM_PPS_BLUE, e) = pps_blue;
30         if(domination_teams >= 3)
31                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
32         if(domination_teams >= 4)
33                 STAT(DOM_PPS_PINK, e) = pps_pink;
34 }
35
36 void dompoint_captured(entity this)
37 {
38         float old_delay, old_team, real_team;
39
40         // now that the delay has expired, switch to the latest team to lay claim to this point
41         entity head = this.owner;
42
43         real_team = this.cnt;
44         this.cnt = -1;
45
46         dom_EventLog("taken", this.team, this.dmg_inflictor);
47         this.dmg_inflictor = NULL;
48
49         this.goalentity = head;
50         this.model = head.mdl;
51         this.modelindex = head.dmg;
52         this.skin = head.skin;
53
54         float points, wait_time;
55         if (autocvar_g_domination_point_amt)
56                 points = autocvar_g_domination_point_amt;
57         else
58                 points = this.frags;
59         if (autocvar_g_domination_point_rate)
60                 wait_time = autocvar_g_domination_point_rate;
61         else
62                 wait_time = this.wait;
63
64         if(domination_roundbased)
65                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
66         else
67                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
68
69         if(this.enemy.playerid == this.enemy_playerid)
70                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
71         else
72                 this.enemy = NULL;
73
74         if (head.noise != "")
75         {
76                 if(this.enemy)
77                         _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
78                 else
79                         _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
80         }
81         if (head.noise1 != "")
82                 play2all(head.noise1);
83
84         this.delay = time + wait_time;
85
86         // do trigger work
87         old_delay = this.delay;
88         old_team = this.team;
89         this.team = real_team;
90         this.delay = 0;
91         SUB_UseTargets (this, this, NULL);
92         this.delay = old_delay;
93         this.team = old_team;
94
95         entity msg = WP_DomNeut;
96         switch(real_team)
97         {
98                 case NUM_TEAM_1: msg = WP_DomRed; break;
99                 case NUM_TEAM_2: msg = WP_DomBlue; break;
100                 case NUM_TEAM_3: msg = WP_DomYellow; break;
101                 case NUM_TEAM_4: msg = WP_DomPink; break;
102         }
103
104         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
105
106         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
107         IL_EACH(g_dompoints, true,
108         {
109                 if (autocvar_g_domination_point_amt)
110                         points = autocvar_g_domination_point_amt;
111                 else
112                         points = it.frags;
113                 if (autocvar_g_domination_point_rate)
114                         wait_time = autocvar_g_domination_point_rate;
115                 else
116                         wait_time = it.wait;
117                 switch(it.goalentity.team)
118                 {
119                         case NUM_TEAM_1: pps_red += points/wait_time; break;
120                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
121                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
122                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
123                 }
124                 total_pps += points/wait_time;
125         });
126
127         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
128         WaypointSprite_Ping(this.sprite);
129
130         this.captime = time;
131
132         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
133 }
134
135 void AnimateDomPoint(entity this)
136 {
137         if(this.pain_finished > time)
138                 return;
139         this.pain_finished = time + this.t_width;
140         if(this.nextthink > this.pain_finished)
141                 this.nextthink = this.pain_finished;
142
143         this.frame = this.frame + 1;
144         if(this.frame > this.t_length)
145                 this.frame = 0;
146 }
147
148 void dompointthink(entity this)
149 {
150         float fragamt;
151
152         this.nextthink = time + 0.1;
153
154         //this.frame = this.frame + 1;
155         //if(this.frame > 119)
156         //      this.frame = 0;
157         AnimateDomPoint(this);
158
159         // give points
160
161         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
162                 return;
163
164         if(autocvar_g_domination_point_rate)
165                 this.delay = time + autocvar_g_domination_point_rate;
166         else
167                 this.delay = time + this.wait;
168
169         // give credit to the team
170         // NOTE: this defaults to 0
171         if (!domination_roundbased)
172         if (this.goalentity.netname != "")
173         {
174                 if(autocvar_g_domination_point_amt)
175                         fragamt = autocvar_g_domination_point_amt;
176                 else
177                         fragamt = this.frags;
178                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
179                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
180
181                 // give credit to the individual player, if he is still there
182                 if (this.enemy.playerid == this.enemy_playerid)
183                 {
184                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
185                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
186                 }
187                 else
188                         this.enemy = NULL;
189         }
190 }
191
192 void dompointtouch(entity this, entity toucher)
193 {
194         if(!IS_PLAYER(toucher))
195                 return;
196         if(GetResource(toucher, RES_HEALTH) < 1)
197                 return;
198
199         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
200                 return;
201
202         if(time < this.captime + 0.3)
203                 return;
204
205         // only valid teams can claim it
206         entity head = find(NULL, classname, "dom_team");
207         while (head && head.team != toucher.team)
208                 head = find(head, classname, "dom_team");
209         if (!head || head.netname == "" || head == this.goalentity)
210                 return;
211
212         // delay capture
213
214         this.team = this.goalentity.team; // this stores the PREVIOUS team!
215
216         this.cnt = toucher.team;
217         this.owner = head; // team to switch to after the delay
218         this.dmg_inflictor = toucher;
219
220         // this.state = 1;
221         // this.delay = time + cvar("g_domination_point_capturetime");
222         //this.nextthink = time + cvar("g_domination_point_capturetime");
223         //this.think = dompoint_captured;
224
225         // go to neutral team in the mean time
226         head = find(NULL, classname, "dom_team");
227         while (head && head.netname != "")
228                 head = find(head, classname, "dom_team");
229         if(head == NULL)
230                 return;
231
232         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
233         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
234         WaypointSprite_Ping(this.sprite);
235
236         this.goalentity = head;
237         this.model = head.mdl;
238         this.modelindex = head.dmg;
239         this.skin = head.skin;
240
241         this.enemy = toucher; // individual player scoring
242         this.enemy_playerid = toucher.playerid;
243         dompoint_captured(this);
244 }
245
246 void dom_controlpoint_setup(entity this)
247 {
248         entity head;
249         // find the spawnfunc_dom_team representing unclaimed points
250         head = find(NULL, classname, "dom_team");
251         while(head && head.netname != "")
252                 head = find(head, classname, "dom_team");
253         if (!head)
254                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
255
256         // copy important properties from spawnfunc_dom_team entity
257         this.goalentity = head;
258         _setmodel(this, head.mdl); // precision already set
259         this.skin = head.skin;
260
261         this.cnt = -1;
262
263         if(this.message == "")
264                 this.message = " has captured a control point";
265
266         if(this.frags <= 0)
267                 this.frags = 1;
268         if(this.wait <= 0)
269                 this.wait = 5;
270
271         float points, waittime;
272         if (autocvar_g_domination_point_amt)
273                 points = autocvar_g_domination_point_amt;
274         else
275                 points = this.frags;
276         if (autocvar_g_domination_point_rate)
277                 waittime = autocvar_g_domination_point_rate;
278         else
279                 waittime = this.wait;
280
281         total_pps += points/waittime;
282
283         if(!this.t_width)
284                 this.t_width = 0.02; // frame animation rate
285         if(!this.t_length)
286                 this.t_length = 239; // maximum frame
287
288         setthink(this, dompointthink);
289         this.nextthink = time;
290         settouch(this, dompointtouch);
291         this.solid = SOLID_TRIGGER;
292         if(!this.flags & FL_ITEM)
293                 IL_PUSH(g_items, this);
294         this.flags = FL_ITEM;
295         setsize(this, '-32 -32 -32', '32 32 32');
296         setorigin(this, this.origin + '0 0 20');
297         droptofloor(this);
298
299         waypoint_spawnforitem(this);
300         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
301 }
302
303 int total_control_points;
304 void Domination_count_controlpoints()
305 {
306         total_control_points = 0;
307         for (int i = 1; i <= NUM_TEAMS; ++i)
308         {
309                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
310         }
311         IL_EACH(g_dompoints, true,
312         {
313                 ++total_control_points;
314                 if (!Entity_HasValidTeam(it.goalentity))
315                 {
316                         continue;
317                 }
318                 entity team_ = Entity_GetTeam(it.goalentity);
319                 int num_control_points = Team_GetNumberOfControlPoints(team_);
320                 ++num_control_points;
321                 Team_SetNumberOfControlPoints(team_, num_control_points);
322         });
323 }
324
325 int Domination_GetWinnerTeam()
326 {
327         int winner_team = 0;
328         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
329                 total_control_points)
330         {
331                 winner_team = NUM_TEAM_1;
332         }
333         for (int i = 2; i <= NUM_TEAMS; ++i)
334         {
335                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
336                         total_control_points)
337                 {
338                         if (winner_team != 0)
339                         {
340                                 return 0;
341                         }
342                         winner_team = Team_IndexToTeam(i);
343                 }
344         }
345         if (winner_team)
346         {
347                 return winner_team;
348         }
349         return -1; // no control points left?
350 }
351
352 bool Domination_CheckWinner()
353 {
354         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
355         {
356                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
357                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
358
359                 game_stopped = true;
360                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
361                 return true;
362         }
363
364         Domination_count_controlpoints();
365
366         float winner_team = Domination_GetWinnerTeam();
367
368         if(winner_team == -1)
369                 return false;
370
371         if(winner_team > 0)
372         {
373                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
374                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
375                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
376         }
377         else if(winner_team == -1)
378         {
379                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
380                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
381         }
382
383         game_stopped = true;
384         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
385
386         return true;
387 }
388
389 bool Domination_CheckPlayers()
390 {
391         return true;
392 }
393
394 void Domination_RoundStart()
395 {
396         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
397 }
398
399 //go to best items, or control points you don't own
400 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
401 {
402         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
403         {
404                 if(it.cnt > -1) // this is just being fought
405                         navigation_routerating(this, it, ratingscale, 5000);
406                 else if(it.goalentity.cnt == 0) // unclaimed
407                         navigation_routerating(this, it, ratingscale, 5000);
408                 else if(it.goalentity.team != this.team) // other team's point
409                         navigation_routerating(this, it, ratingscale, 5000);
410         });
411 }
412
413 void havocbot_role_dom(entity this)
414 {
415         if(IS_DEAD(this))
416                 return;
417
418         if (navigation_goalrating_timeout(this))
419         {
420                 navigation_goalrating_start(this);
421                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
422                 havocbot_goalrating_items(this, 20000, this.origin, 8000);
423                 //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
424                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
425                 navigation_goalrating_end(this);
426
427                 navigation_goalrating_timeout_set(this);
428         }
429 }
430
431 MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
432 {
433         // fallback?
434         M_ARGV(0, float) = domination_teams;
435         string ret_string = "dom_team";
436
437         entity head = find(NULL, classname, ret_string);
438         while(head)
439         {
440                 if(head.netname != "")
441                 {
442                         if (Team_IsValidTeam(head.team))
443                         {
444                                 M_ARGV(0, float) |= Team_TeamToBit(head.team);
445                         }
446                 }
447
448                 head = find(head, classname, ret_string);
449         }
450
451         M_ARGV(1, string) = string_null;
452
453         return true;
454 }
455
456 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
457 {
458         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
459         FOREACH_CLIENT(IS_PLAYER(it), {
460                 PutClientInServer(it);
461                 if(domination_roundbased)
462                         it.player_blocked = 1;
463                 if(IS_REAL_CLIENT(it))
464                         set_dom_state(it);
465         });
466         return true;
467 }
468
469 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
470 {
471         entity player = M_ARGV(0, entity);
472
473         if(domination_roundbased)
474                 player.player_blocked = !round_handler_IsRoundStarted();
475 }
476
477 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
478 {
479         entity player = M_ARGV(0, entity);
480
481         set_dom_state(player);
482 }
483
484 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
485 {
486         entity bot = M_ARGV(0, entity);
487
488         bot.havocbot_role = havocbot_role_dom;
489         return true;
490 }
491
492 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
493 Control point for Domination gameplay.
494 */
495 spawnfunc(dom_controlpoint)
496 {
497         if(!g_domination)
498         {
499                 delete(this);
500                 return;
501         }
502         setthink(this, dom_controlpoint_setup);
503         this.nextthink = time + 0.1;
504         this.reset = dom_controlpoint_setup;
505
506         if(!this.scale)
507                 this.scale = 0.6;
508
509         this.effects = this.effects | EF_LOWPRECISION;
510         if (autocvar_g_domination_point_fullbright)
511                 this.effects |= EF_FULLBRIGHT;
512
513         IL_PUSH(g_dompoints, this);
514 }
515
516 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
517 Team declaration for Domination gameplay, this allows you to decide what team
518 names and control point models are used in your map.
519
520 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
521 can have netname set!  The nameless team owns all control points at start.
522
523 Keys:
524 "netname"
525  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
526 "cnt"
527  Scoreboard color of the team (for example 4 is red and 13 is blue)
528 "model"
529  Model to use for control points owned by this team (for example
530  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
531  keycard)
532 "skin"
533  Skin of the model to use (for team skins on a single model)
534 "noise"
535  Sound to play when this team captures a point.
536  (this is a localized sound, like a small alarm or other effect)
537 "noise1"
538  Narrator speech to play when this team captures a point.
539  (this is a global sound, like "Red team has captured a control point")
540 */
541
542 spawnfunc(dom_team)
543 {
544         if(!g_domination || autocvar_g_domination_teams_override >= 2)
545         {
546                 delete(this);
547                 return;
548         }
549         precache_model(this.model);
550         if (this.noise != "")
551                 precache_sound(this.noise);
552         if (this.noise1 != "")
553                 precache_sound(this.noise1);
554         this.classname = "dom_team";
555         _setmodel(this, this.model); // precision not needed
556         this.mdl = this.model;
557         this.dmg = this.modelindex;
558         this.model = "";
559         this.modelindex = 0;
560         // this would have to be changed if used in quakeworld
561         if(this.cnt)
562                 this.team = this.cnt + 1; // WHY are these different anyway?
563 }
564
565 // scoreboard setup
566 void ScoreRules_dom(int teams)
567 {
568         if(domination_roundbased)
569         {
570             GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
571             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
572             field(SP_DOM_TAKES, "takes", 0);
573             });
574         }
575         else
576         {
577                 float sp_domticks, sp_score;
578                 sp_score = sp_domticks = 0;
579                 if(autocvar_g_domination_disable_frags)
580                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
581                 else
582                         sp_score = SFL_SORT_PRIO_PRIMARY;
583                 GameRules_scoring(teams, sp_score, sp_score, {
584             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
585             field(SP_DOM_TICKS, "ticks", sp_domticks);
586             field(SP_DOM_TAKES, "takes", 0);
587                 });
588         }
589 }
590
591 // code from here on is just to support maps that don't have control point and team entities
592 void dom_spawnteam(string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
593 {
594         TC(Sound, capsound);
595         entity e = new_pure(dom_team);
596         e.netname = strzone(teamname);
597         e.cnt = teamcolor;
598         e.model = pointmodel;
599         e.skin = pointskin;
600         e.noise = strzone(Sound_fixpath(capsound));
601         e.noise1 = strzone(capnarration);
602         e.message = strzone(capmessage);
603
604         // this code is identical to spawnfunc_dom_team
605         _setmodel(e, e.model); // precision not needed
606         e.mdl = e.model;
607         e.dmg = e.modelindex;
608         e.model = "";
609         e.modelindex = 0;
610         // this would have to be changed if used in quakeworld
611         e.team = e.cnt + 1;
612
613         //eprint(e);
614 }
615
616 void dom_spawnpoint(vector org)
617 {
618         entity e = spawn();
619         e.classname = "dom_controlpoint";
620         setthink(e, spawnfunc_dom_controlpoint);
621         e.nextthink = time;
622         setorigin(e, org);
623         spawnfunc_dom_controlpoint(e);
624 }
625
626 // spawn some default teams if the map is not set up for domination
627 void dom_spawnteams(int teams)
628 {
629         TC(int, teams);
630         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
631         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
632         if(teams >= 3)
633                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
634         if(teams >= 4)
635                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
636         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
637 }
638
639 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
640 {
641         // if no teams are found, spawn defaults
642         if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
643         {
644                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
645                 domination_teams = autocvar_g_domination_teams_override;
646                 if (domination_teams < 2)
647                         domination_teams = autocvar_g_domination_default_teams;
648                 domination_teams = bound(2, domination_teams, 4);
649                 dom_spawnteams(domination_teams);
650         }
651
652         entity balance = TeamBalance_CheckAllowedTeams(NULL);
653         int teams = TeamBalance_GetAllowedTeams(balance);
654         TeamBalance_Destroy(balance);
655         domination_teams = teams;
656
657         domination_roundbased = autocvar_g_domination_roundbased;
658
659         ScoreRules_dom(domination_teams);
660
661         if(domination_roundbased)
662         {
663                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
664                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
665         }
666 }
667
668 void dom_Initialize()
669 {
670         g_domination = true;
671         InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
672 }