1 void onslaught_generator_updatesprite(entity e);
2 void onslaught_controlpoint_updatesprite(entity e);
3 void onslaught_link_checkupdate();
9 .float isgenneighbor_red;
10 .float isgenneighbor_blue;
11 .float iscpneighbor_red;
12 .float iscpneighbor_blue;
19 .string model1, model2, model3;
21 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
23 self.velocity = self.velocity + vforce;
27 void ons_throwgib_think()
31 self.nextthink = time + 0.05;
33 d = self.giblifetime - time;
37 self.think = SUB_Remove;
45 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
48 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
54 setmodel(gib, smodel);
55 setorigin(gib, v_from);
56 gib.solid = SOLID_BBOX;
57 gib.movetype = MOVETYPE_BOUNCE;
58 gib.takedamage = DAMAGE_YES;
59 gib.event_damage = ons_gib_damage;
61 gib.effects = EF_LOWPRECISION;
62 gib.flags = FL_NOTARGET;
64 gib.giblifetime = time + f_lifetime;
68 gib.think = ons_throwgib_think;
69 gib.nextthink = time + 0.05;
72 SUB_SetFade(gib, gib.giblifetime, 2);
75 void onslaught_updatelinks()
78 float stop, t1, t2, t3, t4;
79 // first check if the game has ended
80 dprint("--- updatelinks ---\n");
81 links = findchain(classname, "onslaught_link");
82 // mark generators as being shielded and networked
83 l = findchain(classname, "onslaught_generator");
87 dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
89 dprint(etos(l), " (generator) is destroyed\n");
90 l.islinked = l.iscaptured;
91 l.isshielded = l.iscaptured;
94 // mark points as shielded and not networked
95 l = findchain(classname, "onslaught_controlpoint");
100 l.isgenneighbor_red = FALSE;
101 l.isgenneighbor_blue = FALSE;
102 l.iscpneighbor_red = FALSE;
103 l.iscpneighbor_blue = FALSE;
104 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
107 // flow power outward from the generators through the network
111 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
121 // if both points are captured by the same team, and only one of
122 // them is powered, mark the other one as powered as well
123 if (l.enemy.iscaptured && l.goalentity.iscaptured)
124 if (l.enemy.islinked != l.goalentity.islinked)
125 if (l.enemy.team == l.goalentity.team)
127 if (!l.goalentity.islinked)
130 l.goalentity.islinked = TRUE;
131 dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
133 else if (!l.enemy.islinked)
136 l.enemy.islinked = TRUE;
137 dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
143 // now that we know which points are powered we can mark their neighbors
144 // as unshielded if team differs
148 if (l.goalentity.islinked)
150 if (l.goalentity.team != l.enemy.team)
152 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
153 l.enemy.isshielded = FALSE;
155 if(l.goalentity.classname == "onslaught_generator")
157 if(l.goalentity.team == COLOR_TEAM1)
158 l.enemy.isgenneighbor_red = TRUE;
159 else if(l.goalentity.team == COLOR_TEAM2)
160 l.enemy.isgenneighbor_blue = TRUE;
164 if(l.goalentity.team == COLOR_TEAM1)
165 l.enemy.iscpneighbor_red = TRUE;
166 else if(l.goalentity.team == COLOR_TEAM2)
167 l.enemy.iscpneighbor_blue = TRUE;
170 if (l.enemy.islinked)
172 if (l.goalentity.team != l.enemy.team)
174 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
175 l.goalentity.isshielded = FALSE;
177 if(l.enemy.classname == "onslaught_generator")
179 if(l.enemy.team == COLOR_TEAM1)
180 l.goalentity.isgenneighbor_red = TRUE;
181 else if(l.enemy.team == COLOR_TEAM2)
182 l.goalentity.isgenneighbor_blue = TRUE;
186 if(l.enemy.team == COLOR_TEAM1)
187 l.goalentity.iscpneighbor_red = TRUE;
188 else if(l.enemy.team == COLOR_TEAM2)
189 l.goalentity.iscpneighbor_blue = TRUE;
194 // now update the takedamage and alpha variables on generator shields
195 l = findchain(classname, "onslaught_generator");
200 dprint(etos(l), " (generator) is shielded\n");
202 l.takedamage = DAMAGE_NO;
203 l.bot_attack = FALSE;
207 dprint(etos(l), " (generator) is not shielded\n");
209 l.takedamage = DAMAGE_AIM;
214 // now update the takedamage and alpha variables on control point icons
215 l = findchain(classname, "onslaught_controlpoint");
220 dprint(etos(l), " (point) is shielded\n");
224 l.goalentity.takedamage = DAMAGE_NO;
225 l.goalentity.bot_attack = FALSE;
230 dprint(etos(l), " (point) is not shielded\n");
234 l.goalentity.takedamage = DAMAGE_AIM;
235 l.goalentity.bot_attack = TRUE;
238 onslaught_controlpoint_updatesprite(l);
241 // count generators owned by each team
242 t1 = t2 = t3 = t4 = 0;
243 l = findchain(classname, "onslaught_generator");
248 if (l.team == COLOR_TEAM1) t1 = 1;
249 if (l.team == COLOR_TEAM2) t2 = 1;
250 if (l.team == COLOR_TEAM3) t3 = 1;
251 if (l.team == COLOR_TEAM4) t4 = 1;
253 onslaught_generator_updatesprite(l);
256 // see if multiple teams remain (if not, it's game over)
257 if (t1 + t2 + t3 + t4 < 2)
258 dprint("--- game over ---\n");
260 dprint("--- done updating links ---\n");
263 float onslaught_controlpoint_can_be_linked(entity cp, float t)
267 if(cp.isgenneighbor_red)
269 if(cp.iscpneighbor_red)
272 else if(t == COLOR_TEAM2)
274 if(cp.isgenneighbor_blue)
276 if(cp.iscpneighbor_blue)
282 // check to see if this player has a legitimate claim to capture this
283 // control point - more specifically that there is a captured path of
284 // points leading back to the team generator
285 e = findchain(classname, "onslaught_link");
288 if (e.goalentity == cp)
290 dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
291 if (e.enemy.islinked)
293 dprint(" which is linked");
294 if (e.enemy.team == t)
296 dprint(" and has the correct team!\n");
300 dprint(" but has the wrong team\n");
305 else if (e.enemy == cp)
307 dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
308 if (e.goalentity.islinked)
310 dprint(" which is linked");
311 if (e.goalentity.team == t)
313 dprint(" and has a team!\n");
317 dprint(" but has the wrong team\n");
328 float onslaught_controlpoint_attackable(entity cp, float t)
329 // -2: SAME TEAM, attackable by enemy!
334 // 3: attack it (HIGH PRIO)
335 // 4: touch it (HIGH PRIO)
343 else if(cp.goalentity)
345 // if there's already an icon built, nothing happens
348 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
349 if(a) // attackable by enemy?
350 return -2; // EMERGENCY!
353 // we know it can be linked, so no need to check
355 a = onslaught_controlpoint_can_be_linked(cp, t);
356 if(a == 2) // near our generator?
357 return 3; // EMERGENCY!
363 if(onslaught_controlpoint_can_be_linked(cp, t))
365 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
367 return 4; // GET THIS ONE NOW!
369 return 2; // TOUCH ME
375 float overtime_msg_time;
376 void onslaught_generator_think()
380 self.nextthink = ceil(time + 1);
383 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
385 if (!overtime_msg_time)
388 centerprint(e, "^3Now playing ^1OVERTIME^3!\n^3Generators start now to self-damaging.\n^3The more control points your team holds,\n^3the more damage the enemy generator gets.");
389 overtime_msg_time = time;
391 // self.max_health / 300 gives 5 minutes of overtime.
392 // control points reduce the overtime duration.
393 sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
395 e = findchain(classname, "onslaught_controlpoint");
398 if (e.team != self.team)
403 if(autocvar_g_campaign && autocvar__campaign_testrun)
404 d = d * self.max_health;
406 d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
407 Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
409 else if (overtime_msg_time)
410 overtime_msg_time = 0;
414 void onslaught_generator_ring_spawn(vector org)
416 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);
419 void onslaught_generator_ray_think()
421 self.nextthink = time + 0.05;
424 self.think = SUB_Remove;
437 void onslaught_generator_ray_spawn(vector org)
441 setmodel(e, "models/onslaught/ons_ray.md3");
443 e.angles = randomvec() * 360;
445 e.scale = random() * 5 + 8;
446 e.think = onslaught_generator_ray_think;
447 e.nextthink = time + 0.05;
450 void onslaught_generator_shockwave_spawn(vector org)
452 shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
455 void onslaught_generator_damage_think()
457 if(self.owner.health < 0)
459 self.think = SUB_Remove;
462 self.nextthink = time+0.1;
464 // damaged fx (less probable the more damaged is the generator)
465 if(random() < 0.9 - self.owner.health / self.owner.max_health)
468 pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
469 sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
472 pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
475 void onslaught_generator_damage_spawn(entity gd_owner)
480 e.health = self.owner.health;
481 setorigin(e, gd_owner.origin);
482 e.think = onslaught_generator_damage_think;
483 e.nextthink = time+1;
486 void onslaught_generator_deaththink()
495 if(self.count==40||self.count==20)
497 onslaught_generator_ring_spawn(self.origin);
498 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
506 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
508 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
510 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
516 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
517 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
520 // Short explosion sound + small explosion
523 te_explosion(self.origin);
524 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
528 org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
529 pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
534 onslaught_generator_ray_spawn(self.origin);
542 onslaught_generator_shockwave_spawn(org);
543 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
544 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
547 self.nextthink = time + 0.05;
549 self.count = self.count - 1;
552 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
559 if (attacker != self)
563 // this is protected by a shield, so ignore the damage
564 if (time > self.pain_finished)
565 if (attacker.classname == "player")
567 play2(attacker, "onslaught/damageblockedbyshield.wav");
568 self.pain_finished = time + 1;
572 if (time > self.pain_finished)
574 self.pain_finished = time + 10;
575 bprint(ColoredTeamName(self.team), " generator under attack!\n");
576 play2team(self.team, "onslaught/generator_underattack.wav");
579 self.health = self.health - damage;
580 WaypointSprite_UpdateHealth(self.sprite, self.health);
581 // choose an animation frame based on health
582 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
583 // see if the generator is still functional, or dying
586 #ifdef ONSLAUGHT_SPAM
588 lh = ceil(self.lasthealth / 100) * 100;
589 h = ceil(self.health / 100) * 100;
591 bprint(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
593 self.lasthealth = self.health;
595 else if not(inWarmupStage)
597 if (attacker == self)
598 bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
602 t = ColoredTeamName(attacker.team);
603 bprint(ColoredTeamName(self.team), " generator destroyed by ", t, "!\n");
605 self.iscaptured = FALSE;
606 self.islinked = FALSE;
607 self.isshielded = FALSE;
608 self.takedamage = DAMAGE_NO; // can't be hurt anymore
609 self.event_damage = SUB_Null; // won't do anything if hurt
610 self.count = 0; // reset counter
611 self.think = onslaught_generator_deaththink; // explosion sequence
612 self.nextthink = time; // start exploding immediately
613 self.think(); // do the first explosion now
615 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
617 onslaught_updatelinks();
621 setmodel(self, "models/onslaught/generator_dead.md3");
622 else if(self.health < self.max_health * 0.10)
623 setmodel(self, "models/onslaught/generator_dmg9.md3");
624 else if(self.health < self.max_health * 0.20)
625 setmodel(self, "models/onslaught/generator_dmg8.md3");
626 else if(self.health < self.max_health * 0.30)
627 setmodel(self, "models/onslaught/generator_dmg7.md3");
628 else if(self.health < self.max_health * 0.40)
629 setmodel(self, "models/onslaught/generator_dmg6.md3");
630 else if(self.health < self.max_health * 0.50)
631 setmodel(self, "models/onslaught/generator_dmg5.md3");
632 else if(self.health < self.max_health * 0.60)
633 setmodel(self, "models/onslaught/generator_dmg4.md3");
634 else if(self.health < self.max_health * 0.70)
635 setmodel(self, "models/onslaught/generator_dmg3.md3");
636 else if(self.health < self.max_health * 0.80)
637 setmodel(self, "models/onslaught/generator_dmg2.md3");
638 else if(self.health < self.max_health * 0.90)
639 setmodel(self, "models/onslaught/generator_dmg1.md3");
640 setsize(self, '-52 -52 -14', '52 52 75');
642 // Throw some flaming gibs on damage, more damage = more chance for gib
643 if(random() < damage/220)
645 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
648 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
650 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
652 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
656 // particles on every hit
657 pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
661 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
663 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
666 //throw some gibs on damage
667 if(random() < damage/200+0.2)
669 ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
672 // update links after a delay
673 void onslaught_generator_delayed()
675 onslaught_updatelinks();
676 // now begin normal thinking
677 self.think = onslaught_generator_think;
678 self.nextthink = time;
681 string onslaught_generator_waypointsprite_for_team(entity e, float t)
685 if(e.team == COLOR_TEAM1)
686 return "ons-gen-red";
687 else if(e.team == COLOR_TEAM2)
688 return "ons-gen-blue";
691 return "ons-gen-shielded";
692 if(e.team == COLOR_TEAM1)
693 return "ons-gen-red";
694 else if(e.team == COLOR_TEAM2)
695 return "ons-gen-blue";
699 void onslaught_generator_updatesprite(entity e)
702 s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
703 s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
704 s3 = onslaught_generator_waypointsprite_for_team(e, -1);
705 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
707 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
709 e.lastteam = e.team + 2;
710 e.lastshielded = e.isshielded;
713 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
714 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
716 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
720 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
721 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
723 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
725 WaypointSprite_Ping(e.sprite);
729 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
734 a = onslaught_controlpoint_attackable(e, t);
735 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
737 if(e.team == COLOR_TEAM1)
738 return "ons-cp-atck-red";
739 else if(e.team == COLOR_TEAM2)
740 return "ons-cp-atck-blue";
742 return "ons-cp-atck-neut";
744 else if(a == -2) // DEFEND THIS ONE NOW
746 if(e.team == COLOR_TEAM1)
747 return "ons-cp-dfnd-red";
748 else if(e.team == COLOR_TEAM2)
749 return "ons-cp-dfnd-blue";
751 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
753 if(e.team == COLOR_TEAM1)
755 else if(e.team == COLOR_TEAM2)
756 return "ons-cp-blue";
758 else if(a == 2) // touch it
759 return "ons-cp-neut";
763 if(e.team == COLOR_TEAM1)
765 else if(e.team == COLOR_TEAM2)
766 return "ons-cp-blue";
768 return "ons-cp-neut";
773 void onslaught_controlpoint_updatesprite(entity e)
776 s1 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM1);
777 s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
778 s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
779 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
782 sh = !(onslaught_controlpoint_can_be_linked(e, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
784 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
786 if(e.iscaptured) // don't mess up build bars!
790 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
794 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
795 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
800 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
801 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
803 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
807 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
808 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
810 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
812 WaypointSprite_Ping(e.sprite);
814 e.lastteam = e.team + 2;
816 e.lastcaptured = e.iscaptured;
820 void onslaught_generator_reset()
822 self.team = self.team_saved;
823 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
824 self.takedamage = DAMAGE_AIM;
825 self.bot_attack = TRUE;
826 self.iscaptured = TRUE;
827 self.islinked = TRUE;
828 self.isshielded = TRUE;
829 self.enemy.solid = SOLID_NOT;
830 self.think = onslaught_generator_delayed;
831 self.nextthink = time + 0.2;
832 setmodel(self, "models/onslaught/generator.md3");
833 setsize(self, '-52 -52 -14', '52 52 75');
835 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
836 WaypointSprite_UpdateHealth(self.sprite, self.health);
839 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
842 spawnfunc_onslaught_link entities can target this.
845 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
846 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
848 void spawnfunc_onslaught_generator()
857 precache_model("models/onslaught/generator.md3");
858 precache_model("models/onslaught/generator_shield.md3");
859 precache_model("models/onslaught/generator_dmg1.md3");
860 precache_model("models/onslaught/generator_dmg2.md3");
861 precache_model("models/onslaught/generator_dmg3.md3");
862 precache_model("models/onslaught/generator_dmg4.md3");
863 precache_model("models/onslaught/generator_dmg5.md3");
864 precache_model("models/onslaught/generator_dmg6.md3");
865 precache_model("models/onslaught/generator_dmg7.md3");
866 precache_model("models/onslaught/generator_dmg8.md3");
867 precache_model("models/onslaught/generator_dmg9.md3");
868 precache_model("models/onslaught/generator_dead.md3");
869 precache_model("models/onslaught/shockwave.md3");
870 precache_model("models/onslaught/shockwavetransring.md3");
871 precache_model("models/onslaught/gen_gib1.md3");
872 precache_model("models/onslaught/gen_gib2.md3");
873 precache_model("models/onslaught/gen_gib3.md3");
874 precache_model("models/onslaught/ons_ray.md3");
875 precache_sound("onslaught/generator_decay.wav");
876 precache_sound("weapons/grenade_impact.wav");
877 precache_sound("weapons/rocket_impact.wav");
878 precache_sound("onslaught/generator_underattack.wav");
879 precache_sound("onslaught/shockwave.wav");
880 precache_sound("onslaught/ons_hit1.wav");
881 precache_sound("onslaught/ons_hit2.wav");
882 precache_sound("onslaught/electricity_explode.wav");
884 objerror("team must be set");
885 self.team_saved = self.team;
886 self.colormap = 1024 + (self.team - 1) * 17;
887 self.solid = SOLID_BBOX;
888 self.movetype = MOVETYPE_NONE;
889 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
890 setmodel(self, "models/onslaught/generator.md3");
891 setsize(self, '-52 -52 -14', '52 52 75');
892 setorigin(self, self.origin);
893 self.takedamage = DAMAGE_AIM;
894 self.bot_attack = TRUE;
895 self.event_damage = onslaught_generator_damage;
896 self.iscaptured = TRUE;
897 self.islinked = TRUE;
898 self.isshielded = TRUE;
899 // helper entity that create fx when generator is damaged
900 onslaught_generator_damage_spawn(self);
901 // spawn shield model which indicates whether this can be damaged
902 self.enemy = e = spawn();
903 e.classname = "onslaught_generator_shield";
905 e.movetype = MOVETYPE_NONE;
906 e.effects = EF_ADDITIVE;
907 setmodel(e, "models/onslaught/generator_shield.md3");
908 setorigin(e, self.origin);
909 e.colormap = self.colormap;
911 self.think = onslaught_generator_delayed;
912 self.nextthink = time + 0.2;
913 InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
915 WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite, RADARICON_NONE, '0 0 0');
916 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
917 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
918 WaypointSprite_UpdateHealth(self.sprite, self.health);
920 waypoint_spawnforitem(self);
922 onslaught_updatelinks();
924 self.reset = onslaught_generator_reset;
929 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
931 float ons_notification_time_team1;
932 float ons_notification_time_team2;
934 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
941 if (self.owner.isshielded)
943 // this is protected by a shield, so ignore the damage
944 if (time > self.pain_finished)
945 if (attacker.classname == "player")
947 play2(attacker, "onslaught/damageblockedbyshield.wav");
948 self.pain_finished = time + 1;
953 if (attacker.classname == "player")
956 if(self.team == COLOR_TEAM1)
958 if(time - ons_notification_time_team1 > 10)
961 ons_notification_time_team1 = time;
964 else if(self.team == COLOR_TEAM2)
966 if(time - ons_notification_time_team2 > 10)
969 ons_notification_time_team2 = time;
976 play2team(self.team, "onslaught/controlpoint_underattack.wav");
979 self.health = self.health - damage;
980 if(self.owner.iscaptured)
981 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
983 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
984 self.pain_finished = time + 1;
985 self.punchangle = (2 * randomvec() - '1 1 1') * 45;
986 self.cp_bob_dmg_z = (2 * random() - 1) * 15;
987 // colormod flash when shot
988 self.colormod = '2 2 2';
989 // particles on every hit
990 pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
993 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
995 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
999 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
1000 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
1003 t = ColoredTeamName(attacker.team);
1004 bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1005 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
1006 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1007 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1008 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1009 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1010 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1011 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1013 self.owner.goalentity = world;
1014 self.owner.islinked = FALSE;
1015 self.owner.iscaptured = FALSE;
1016 self.owner.team = 0;
1017 self.owner.colormap = 1024;
1019 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1021 onslaught_updatelinks();
1023 // Use targets now (somebody make sure this is in the right place..)
1031 self.owner.waslinked = self.owner.islinked;
1032 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1033 setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1034 //setsize(self, '-32 -32 0', '32 32 8');
1040 void onslaught_controlpoint_icon_think()
1043 self.nextthink = time + sys_frametime;
1044 if (time > self.pain_finished + 5)
1046 if(self.health < self.max_health)
1048 self.health = self.health + self.count;
1049 if (self.health >= self.max_health)
1050 self.health = self.max_health;
1051 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1054 if (self.health < self.max_health * 0.25)
1055 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1056 else if (self.health < self.max_health * 0.50)
1057 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1058 else if (self.health < self.max_health * 0.75)
1059 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1060 else if (self.health < self.max_health * 0.90)
1061 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1062 // colormod flash when shot
1063 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1065 if(self.owner.islinked != self.owner.waslinked)
1067 // unteam the spawnpoint if needed
1069 t = self.owner.team;
1070 if(!self.owner.islinked)
1071 self.owner.team = 0;
1079 self.owner.team = t;
1081 self.owner.waslinked = self.owner.islinked;
1084 if (self.punchangle_x > 0)
1086 self.punchangle_x = self.punchangle_x - 60 * sys_frametime;
1087 if (self.punchangle_x < 0)
1088 self.punchangle_x = 0;
1090 else if (self.punchangle_x < 0)
1092 self.punchangle_x = self.punchangle_x + 60 * sys_frametime;
1093 if (self.punchangle_x > 0)
1094 self.punchangle_x = 0;
1097 if (self.punchangle_y > 0)
1099 self.punchangle_y = self.punchangle_y - 60 * sys_frametime;
1100 if (self.punchangle_y < 0)
1101 self.punchangle_y = 0;
1103 else if (self.punchangle_y < 0)
1105 self.punchangle_y = self.punchangle_y + 60 * sys_frametime;
1106 if (self.punchangle_y > 0)
1107 self.punchangle_y = 0;
1110 if (self.punchangle_z > 0)
1112 self.punchangle_z = self.punchangle_z - 60 * sys_frametime;
1113 if (self.punchangle_z < 0)
1114 self.punchangle_z = 0;
1116 else if (self.punchangle_z < 0)
1118 self.punchangle_z = self.punchangle_z + 60 * sys_frametime;
1119 if (self.punchangle_z > 0)
1120 self.punchangle_z = 0;
1123 self.angles_x = self.punchangle_x;
1124 self.angles_y = self.punchangle_y + self.mangle_y;
1125 self.angles_z = self.punchangle_z;
1126 self.mangle_y = self.mangle_y + 45 * sys_frametime;
1128 self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1129 self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1130 if(self.cp_bob_dmg_z > 0)
1131 self.cp_bob_dmg_z = self.cp_bob_dmg_z - 3 * sys_frametime;
1133 self.cp_bob_dmg_z = 0;
1134 setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1137 if(random() < 0.6 - self.health / self.max_health)
1139 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1142 sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
1143 else if (random() > 0.5)
1144 sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
1148 void onslaught_controlpoint_icon_buildthink()
1153 self.nextthink = time + sys_frametime;
1155 // only do this if there is power
1156 a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1160 self.health = self.health + self.count;
1162 if (self.health >= self.max_health)
1164 self.health = self.max_health;
1165 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1166 self.think = onslaught_controlpoint_icon_think;
1167 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
1168 bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
1169 self.owner.iscaptured = TRUE;
1171 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1172 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1174 onslaught_updatelinks();
1176 // Use targets now (somebody make sure this is in the right place..)
1182 self.cp_origin = self.origin;
1183 self.cp_bob_origin = '0 0 0.1';
1184 self.cp_bob_spd = 0;
1186 self.alpha = self.health / self.max_health;
1187 // colormod flash when shot
1188 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1189 if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1190 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1191 //setsize(self, '-32 -32 0', '32 32 8');
1193 if(random() < 0.9 - self.health / self.max_health)
1194 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1200 void onslaught_controlpoint_touch()
1204 if (other.classname != "player")
1206 a = onslaught_controlpoint_attackable(self, other.team);
1207 if(a != 2 && a != 4)
1209 // we've verified that this player has a legitimate claim to this point,
1210 // so start building the captured point icon (which only captures this
1211 // point if it successfully builds without being destroyed first)
1212 self.goalentity = e = spawn();
1213 e.classname = "onslaught_controlpoint_icon";
1215 e.max_health = autocvar_g_onslaught_cp_health;
1216 e.health = autocvar_g_onslaught_cp_buildhealth;
1217 e.solid = SOLID_BBOX;
1218 e.movetype = MOVETYPE_NONE;
1219 setmodel(e, "models/onslaught/controlpoint_icon.md3");
1220 setsize(e, '-32 -32 -32', '32 32 32');
1221 setorigin(e, self.origin + '0 0 96');
1222 e.takedamage = DAMAGE_AIM;
1223 e.bot_attack = TRUE;
1224 e.event_damage = onslaught_controlpoint_icon_damage;
1225 e.team = other.team;
1226 e.colormap = 1024 + (e.team - 1) * 17;
1227 e.think = onslaught_controlpoint_icon_buildthink;
1228 e.nextthink = time + sys_frametime;
1229 e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1230 sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
1232 self.colormap = e.colormap;
1233 WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1234 onslaught_updatelinks();
1237 void onslaught_controlpoint_reset()
1239 if(self.goalentity && self.goalentity != world)
1240 remove(self.goalentity);
1241 self.goalentity = world;
1243 self.colormap = 1024;
1244 self.iscaptured = FALSE;
1245 self.islinked = FALSE;
1246 self.isshielded = TRUE;
1247 self.enemy.solid = SOLID_NOT;
1248 self.enemy.colormap = self.colormap;
1249 self.think = self.enemy.think = SUB_Null;
1250 self.nextthink = 0; // don't like SUB_Null :P
1251 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1252 //setsize(self, '-32 -32 0', '32 32 8');
1254 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1256 onslaught_updatelinks();
1259 SUB_UseTargets(); // to reset the structures, playerspawns etc.
1262 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1263 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1265 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1268 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1269 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1270 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1272 void spawnfunc_onslaught_controlpoint()
1280 precache_model("models/onslaught/controlpoint_pad.md3");
1281 precache_model("models/onslaught/controlpoint_pad2.md3");
1282 precache_model("models/onslaught/controlpoint_shield.md3");
1283 precache_model("models/onslaught/controlpoint_icon.md3");
1284 precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1285 precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1286 precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1287 precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1288 precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1289 precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1290 precache_sound("onslaught/controlpoint_build.wav");
1291 precache_sound("onslaught/controlpoint_built.wav");
1292 precache_sound("weapons/grenade_impact.wav");
1293 precache_sound("onslaught/damageblockedbyshield.wav");
1294 precache_sound("onslaught/controlpoint_underattack.wav");
1295 precache_sound("onslaught/ons_spark1.wav");
1296 precache_sound("onslaught/ons_spark2.wav");
1297 self.solid = SOLID_BBOX;
1298 self.movetype = MOVETYPE_NONE;
1299 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1300 //setsize(self, '-32 -32 0', '32 32 8');
1301 setorigin(self, self.origin);
1302 self.touch = onslaught_controlpoint_touch;
1304 self.colormap = 1024;
1305 self.iscaptured = FALSE;
1306 self.islinked = FALSE;
1307 self.isshielded = TRUE;
1308 // spawn shield model which indicates whether this can be damaged
1309 self.enemy = e = spawn();
1310 e.classname = "onslaught_controlpoint_shield";
1311 e.solid = SOLID_NOT;
1312 e.movetype = MOVETYPE_NONE;
1313 e.effects = EF_ADDITIVE;
1314 setmodel(e, "models/onslaught/controlpoint_shield.md3");
1315 //setsize(e, '-32 -32 0', '32 32 128');
1316 setorigin(e, self.origin);
1317 e.colormap = self.colormap;
1319 waypoint_spawnforitem(self);
1321 WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite, RADARICON_NONE, '0 0 0');
1322 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
1324 onslaught_updatelinks();
1326 self.reset = onslaught_controlpoint_reset;
1329 float onslaught_link_send(entity to, float sendflags)
1331 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1332 WriteByte(MSG_ENTITY, sendflags);
1335 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
1336 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
1337 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
1341 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1342 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1343 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1347 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1352 void onslaught_link_checkupdate()
1354 // TODO check if the two sides have moved (currently they won't move anyway)
1355 float redpower, bluepower;
1357 redpower = bluepower = 0;
1358 if(self.goalentity.islinked)
1360 if(self.goalentity.team == COLOR_TEAM1)
1362 else if(self.goalentity.team == COLOR_TEAM2)
1365 if(self.enemy.islinked)
1367 if(self.enemy.team == COLOR_TEAM1)
1369 else if(self.enemy.team == COLOR_TEAM2)
1374 if(redpower == 1 && bluepower == 2)
1375 cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
1376 else if(redpower == 2 && bluepower == 1)
1377 cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
1379 cc = (COLOR_TEAM1 - 1) * 0x11;
1381 cc = (COLOR_TEAM2 - 1) * 0x11;
1385 //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1386 //print("cc=", ftos(cc), "\n");
1388 if(cc != self.clientcolors)
1390 self.clientcolors = cc;
1391 self.SendFlags |= 4;
1394 self.nextthink = time;
1397 void onslaught_link_delayed()
1399 self.goalentity = find(world, targetname, self.target);
1400 self.enemy = find(world, targetname, self.target2);
1401 if (!self.goalentity)
1402 objerror("can not find target\n");
1404 objerror("can not find target2\n");
1405 dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1406 self.SendFlags |= 3;
1407 self.think = onslaught_link_checkupdate;
1408 self.nextthink = time;
1411 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1412 Link between control points.
1414 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.
1417 "target" - first control point.
1418 "target2" - second control point.
1420 void spawnfunc_onslaught_link()
1427 if (self.target == "" || self.target2 == "")
1428 objerror("target and target2 must be set\n");
1429 InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1430 Net_LinkEntity(self, FALSE, 0, onslaught_link_send);