// random functions
void assault_objective_use()
-{
+{SELFPARAM();
// activate objective
self.health = 100;
//print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
//print("Activator is ", activator.classname, "\n");
- entity oldself;
- oldself = self;
-
- for(self = world; (self = find(self, target, oldself.targetname)); )
+ for (entity e = world; (e = find(e, target, this.targetname)); )
{
- if(self.classname == "target_objective_decrease")
- target_objective_decrease_activate();
+ if (e.classname == "target_objective_decrease")
+ {
+ SELFCALL(e, target_objective_decrease_activate());
+ SELFCALL_DONE();
+ }
}
- self = oldself;
+ setself(this);
}
vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
-{
+{SELFPARAM();
if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
return '-1 0 0';
return current;
// reset this objective. Used when spawning an objective
// and when a new round starts
void assault_objective_reset()
-{
+{SELFPARAM();
self.health = ASSAULT_VALUE_INACTIVE;
}
// decrease the health of targeted objectives
void assault_objective_decrease_use()
-{
+{SELFPARAM();
if(activator.team != assault_attacker_team)
{
// wrong team triggered decrease
PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
self.enemy.health = -1;
- entity oldself, oldactivator, head;
+ entity oldactivator, head;
- oldself = self;
- self = oldself.enemy;
+ setself(this.enemy);
if(self.message)
FOR_EACH_PLAYER(head)
centerprint(head, self.message);
oldactivator = activator;
- activator = oldself;
+ activator = this;
SUB_UseTargets();
activator = oldactivator;
- self = oldself;
+ setself(this);
}
}
}
void assault_setenemytoobjective()
-{
+{SELFPARAM();
entity objective;
for(objective = world; (objective = find(objective, targetname, self.target)); )
{
}
float assault_decreaser_sprite_visible(entity e)
-{
+{SELFPARAM();
entity decreaser;
decreaser = self.assault_decreaser;
}
void target_objective_decrease_activate()
-{
+{SELFPARAM();
entity ent, spr;
self.owner = world;
for(ent = world; (ent = find(ent, target, self.targetname)); )
ent.sprite = world;
}
- spr = WaypointSprite_SpawnFixed("<placeholder>", 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE, '1 0.5 0');
+ spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
spr.assault_decreaser = self;
spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
spr.classname = "sprite_waypoint";
WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
if(ent.classname == "func_assault_destructible")
{
- WaypointSprite_UpdateSprites(spr, "as-defend", "as-destroy", "as-destroy");
+ WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
WaypointSprite_UpdateHealth(spr, ent.health);
ent.sprite = spr;
}
else
- WaypointSprite_UpdateSprites(spr, "as-defend", "as-push", "as-push");
+ WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
}
}
}
void target_assault_roundend_reset()
-{
+{SELFPARAM();
//print("round end reset\n");
self.cnt = self.cnt + 1; // up round counter
self.winning = 0; // up round
}
void target_assault_roundend_use()
-{
+{SELFPARAM();
self.winning = 1; // round has been won by attackers
}
void assault_roundstart_use()
-{
+{SELFPARAM();
activator = self;
SUB_UseTargets();
-#ifdef TTURRETS_ENABLED
- entity ent, oldself;
-
//(Re)spawn all turrets
- oldself = self;
- ent = find(world, classname, "turret_main");
- while(ent) {
+ for(entity ent = NULL; (ent = find(ent, classname, "turret_main")); ) {
// Swap turret teams
if(ent.team == NUM_TEAM_1)
ent.team = NUM_TEAM_2;
else
ent.team = NUM_TEAM_1;
- self = ent;
-
// Dubbles as teamchange
- turret_stdproc_respawn();
-
- ent = find(ent, classname, "turret_main");
+ SELFCALL(ent, turret_respawn());
+ SELFCALL_DONE();
}
- self = oldself;
-#endif
}
void assault_wall_think()
-{
+{SELFPARAM();
if(self.enemy.health < 0)
{
self.model = "";
// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
+void vehicles_clearreturn(entity veh);
+void vehicles_spawn();
void assault_new_round()
-{
+{SELFPARAM();
+ //bprint("ASSAULT: new round\n");
+
+ // Eject players from vehicles
+ entity e;
+ FOR_EACH_PLAYER(e)
+ {
+ if(e.vehicle)
+ {
+ SELFCALL(e, vehicles_exit(VHEF_RELEASE));
+ SELFCALL_DONE();
+ }
+ }
+
+ for (entity e_ = findchainflags(vehicle_flags, VHF_ISVEHICLE); e_; e_ = e_.chain)
+ {
+ setself(e_);
+ vehicles_clearreturn(self);
+ vehicles_spawn();
+ }
+
+ setself(this);
+
// up round counter
self.winning = self.winning + 1;
// spawnfuncs
void spawnfunc_info_player_attacker()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.team = NUM_TEAM_1; // red, gets swapped every round
}
void spawnfunc_info_player_defender()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.team = NUM_TEAM_2; // blue, gets swapped every round
}
void spawnfunc_target_objective()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.classname = "target_objective";
}
void spawnfunc_target_objective_decrease()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.classname = "target_objective_decrease";
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_assault_destructible()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.spawnflags = 3;
}
void spawnfunc_func_assault_wall()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.classname = "func_assault_wall";
}
void spawnfunc_target_assault_roundend()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
self.winning = 0; // round not yet won by attackers
}
void spawnfunc_target_assault_roundstart()
-{
+{SELFPARAM();
if (!g_assault) { remove(self); return; }
assault_attacker_team = NUM_TEAM_1;
// legacy bot code
void havocbot_goalrating_ast_targets(float ratingscale)
-{
+{SELFPARAM();
entity ad, best, wp, tod;
float radius, found, bestvalue;
vector p;
}
void havocbot_role_ast_offense()
-{
+{SELFPARAM();
if(self.deadflag != DEAD_NO)
{
self.havocbot_attack_time = 0;
}
void havocbot_role_ast_defense()
-{
+{SELFPARAM();
if(self.deadflag != DEAD_NO)
{
self.havocbot_attack_time = 0;
}
void havocbot_ast_reset_role(entity bot)
-{
+{SELFPARAM();
if(self.deadflag != DEAD_NO)
return;
// mutator hooks
MUTATOR_HOOKFUNCTION(assault_PlayerSpawn)
-{
+{SELFPARAM();
if(self.team == assault_attacker_team)
Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
else
}
MUTATOR_HOOKFUNCTION(assault_TurretSpawn)
-{
- if (!self.team)
- self.team = 14;
+{SELFPARAM();
+ if(!self.team || self.team == MAX_SHOT_DISTANCE)
+ self.team = 5; // this gets reversed when match starts?
return false;
}
MUTATOR_HOOKFUNCTION(assault_VehicleSpawn)
-{
+{SELFPARAM();
self.nextthink = time + 0.5;
return false;
}
MUTATOR_HOOKFUNCTION(assault_BotRoles)
-{
+{SELFPARAM();
havocbot_ast_reset_role(self);
return true;
}
+MUTATOR_HOOKFUNCTION(assault_PlayHitsound)
+{
+ return (frag_victim.classname == "func_assault_destructible");
+}
+
// scoreboard setup
void assault_ScoreRules()
{
MUTATOR_HOOK(TurretSpawn, assault_TurretSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(VehicleSpawn, assault_VehicleSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(HavocBot_ChooseRole, assault_BotRoles, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayHitsound, assault_PlayHitsound, CBC_ORDER_ANY);
MUTATOR_ONADD
{
MUTATOR_ONREMOVE
{
- print("This is a game type and it cannot be removed at runtime.");
+ LOG_INFO("This is a game type and it cannot be removed at runtime.");
return -1;
}