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Further cleanup of defs.qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / domination / sv_domination.qc
1 #include "sv_domination.qh"
2
3 #include <server/client.qh>
4 #include <server/command/vote.qh>
5 #include <server/g_damage.qh>
6 #include <server/gamelog.qh>
7 #include <server/teamplay.qh>
8 #include <common/mapobjects/platforms.qh>
9 #include <common/mapobjects/triggers.qh>
10
11 bool g_domination;
12
13 int autocvar_g_domination_default_teams;
14 bool autocvar_g_domination_disable_frags;
15 int autocvar_g_domination_point_amt;
16 bool autocvar_g_domination_point_fullbright;
17 float autocvar_g_domination_round_timelimit;
18 float autocvar_g_domination_warmup;
19 float autocvar_g_domination_point_rate;
20 int autocvar_g_domination_teams_override;
21
22 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
23 {
24         if(autocvar_sv_eventlog)
25                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
26 }
27
28 void set_dom_state(entity e)
29 {
30         STAT(DOM_TOTAL_PPS, e) = total_pps;
31         STAT(DOM_PPS_RED, e) = pps_red;
32         STAT(DOM_PPS_BLUE, e) = pps_blue;
33         if(domination_teams >= 3)
34                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
35         if(domination_teams >= 4)
36                 STAT(DOM_PPS_PINK, e) = pps_pink;
37 }
38
39 void dompoint_captured(entity this)
40 {
41         float old_delay, old_team, real_team;
42
43         // now that the delay has expired, switch to the latest team to lay claim to this point
44         entity head = this.owner;
45
46         real_team = this.cnt;
47         this.cnt = -1;
48
49         dom_EventLog("taken", this.team, this.dmg_inflictor);
50         this.dmg_inflictor = NULL;
51
52         this.goalentity = head;
53         this.model = head.mdl;
54         this.modelindex = head.dmg;
55         this.skin = head.skin;
56
57         float points, wait_time;
58         if (autocvar_g_domination_point_amt)
59                 points = autocvar_g_domination_point_amt;
60         else
61                 points = this.frags;
62         if (autocvar_g_domination_point_rate)
63                 wait_time = autocvar_g_domination_point_rate;
64         else
65                 wait_time = this.wait;
66
67         if(domination_roundbased)
68                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
69         else
70                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
71
72         if(this.enemy.playerid == this.enemy_playerid)
73                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
74         else
75                 this.enemy = NULL;
76
77         if (head.noise != "")
78         {
79                 if(this.enemy)
80                         _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
81                 else
82                         _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
83         }
84         if (head.noise1 != "")
85                 play2all(head.noise1);
86
87         this.delay = time + wait_time;
88
89         // do trigger work
90         old_delay = this.delay;
91         old_team = this.team;
92         this.team = real_team;
93         this.delay = 0;
94         SUB_UseTargets (this, this, NULL);
95         this.delay = old_delay;
96         this.team = old_team;
97
98         entity msg = WP_DomNeut;
99         switch(real_team)
100         {
101                 case NUM_TEAM_1: msg = WP_DomRed; break;
102                 case NUM_TEAM_2: msg = WP_DomBlue; break;
103                 case NUM_TEAM_3: msg = WP_DomYellow; break;
104                 case NUM_TEAM_4: msg = WP_DomPink; break;
105         }
106
107         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
108
109         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
110         IL_EACH(g_dompoints, true,
111         {
112                 if (autocvar_g_domination_point_amt)
113                         points = autocvar_g_domination_point_amt;
114                 else
115                         points = it.frags;
116                 if (autocvar_g_domination_point_rate)
117                         wait_time = autocvar_g_domination_point_rate;
118                 else
119                         wait_time = it.wait;
120                 switch(it.goalentity.team)
121                 {
122                         case NUM_TEAM_1: pps_red += points/wait_time; break;
123                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
124                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
125                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
126                 }
127                 total_pps += points/wait_time;
128         });
129
130         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
131         WaypointSprite_Ping(this.sprite);
132
133         this.captime = time;
134
135         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
136 }
137
138 void AnimateDomPoint(entity this)
139 {
140         if(this.pain_finished > time)
141                 return;
142         this.pain_finished = time + this.t_width;
143         if(this.nextthink > this.pain_finished)
144                 this.nextthink = this.pain_finished;
145
146         this.frame = this.frame + 1;
147         if(this.frame > this.t_length)
148                 this.frame = 0;
149 }
150
151 void dompointthink(entity this)
152 {
153         float fragamt;
154
155         this.nextthink = time + 0.1;
156
157         //this.frame = this.frame + 1;
158         //if(this.frame > 119)
159         //      this.frame = 0;
160         AnimateDomPoint(this);
161
162         // give points
163
164         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
165                 return;
166
167         if(autocvar_g_domination_point_rate)
168                 this.delay = time + autocvar_g_domination_point_rate;
169         else
170                 this.delay = time + this.wait;
171
172         // give credit to the team
173         // NOTE: this defaults to 0
174         if (!domination_roundbased)
175         if (this.goalentity.netname != "")
176         {
177                 if(autocvar_g_domination_point_amt)
178                         fragamt = autocvar_g_domination_point_amt;
179                 else
180                         fragamt = this.frags;
181                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
182                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
183
184                 // give credit to the individual player, if he is still there
185                 if (this.enemy.playerid == this.enemy_playerid)
186                 {
187                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
188                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
189                 }
190                 else
191                         this.enemy = NULL;
192         }
193 }
194
195 void dompointtouch(entity this, entity toucher)
196 {
197         if(!IS_PLAYER(toucher))
198                 return;
199         if(GetResource(toucher, RES_HEALTH) < 1)
200                 return;
201
202         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
203                 return;
204
205         if(time < this.captime + 0.3)
206                 return;
207
208         // only valid teams can claim it
209         entity head = find(NULL, classname, "dom_team");
210         while (head && head.team != toucher.team)
211                 head = find(head, classname, "dom_team");
212         if (!head || head.netname == "" || head == this.goalentity)
213                 return;
214
215         // delay capture
216
217         this.team = this.goalentity.team; // this stores the PREVIOUS team!
218
219         this.cnt = toucher.team;
220         this.owner = head; // team to switch to after the delay
221         this.dmg_inflictor = toucher;
222
223         // this.state = 1;
224         // this.delay = time + cvar("g_domination_point_capturetime");
225         //this.nextthink = time + cvar("g_domination_point_capturetime");
226         //this.think = dompoint_captured;
227
228         // go to neutral team in the mean time
229         head = find(NULL, classname, "dom_team");
230         while (head && head.netname != "")
231                 head = find(head, classname, "dom_team");
232         if(head == NULL)
233                 return;
234
235         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
236         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
237         WaypointSprite_Ping(this.sprite);
238
239         this.goalentity = head;
240         this.model = head.mdl;
241         this.modelindex = head.dmg;
242         this.skin = head.skin;
243
244         this.enemy = toucher; // individual player scoring
245         this.enemy_playerid = toucher.playerid;
246         dompoint_captured(this);
247 }
248
249 void dom_controlpoint_setup(entity this)
250 {
251         entity head;
252         // find the spawnfunc_dom_team representing unclaimed points
253         head = find(NULL, classname, "dom_team");
254         while(head && head.netname != "")
255                 head = find(head, classname, "dom_team");
256         if (!head)
257                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
258
259         // copy important properties from spawnfunc_dom_team entity
260         this.goalentity = head;
261         _setmodel(this, head.mdl); // precision already set
262         this.skin = head.skin;
263
264         this.cnt = -1;
265
266         if(this.message == "")
267                 this.message = " has captured a control point";
268
269         if(this.frags <= 0)
270                 this.frags = 1;
271         if(this.wait <= 0)
272                 this.wait = 5;
273
274         float points, waittime;
275         if (autocvar_g_domination_point_amt)
276                 points = autocvar_g_domination_point_amt;
277         else
278                 points = this.frags;
279         if (autocvar_g_domination_point_rate)
280                 waittime = autocvar_g_domination_point_rate;
281         else
282                 waittime = this.wait;
283
284         total_pps += points/waittime;
285
286         if(!this.t_width)
287                 this.t_width = 0.02; // frame animation rate
288         if(!this.t_length)
289                 this.t_length = 239; // maximum frame
290
291         setthink(this, dompointthink);
292         this.nextthink = time;
293         settouch(this, dompointtouch);
294         this.solid = SOLID_TRIGGER;
295         if(!this.flags & FL_ITEM)
296                 IL_PUSH(g_items, this);
297         this.flags = FL_ITEM;
298         setsize(this, '-32 -32 -32', '32 32 32');
299         setorigin(this, this.origin + '0 0 20');
300         droptofloor(this);
301
302         waypoint_spawnforitem(this);
303         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
304 }
305
306 int total_control_points;
307 void Domination_count_controlpoints()
308 {
309         total_control_points = 0;
310         for (int i = 1; i <= NUM_TEAMS; ++i)
311         {
312                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
313         }
314         IL_EACH(g_dompoints, true,
315         {
316                 ++total_control_points;
317                 if (!Entity_HasValidTeam(it.goalentity))
318                 {
319                         continue;
320                 }
321                 entity team_ = Entity_GetTeam(it.goalentity);
322                 int num_control_points = Team_GetNumberOfControlPoints(team_);
323                 ++num_control_points;
324                 Team_SetNumberOfControlPoints(team_, num_control_points);
325         });
326 }
327
328 int Domination_GetWinnerTeam()
329 {
330         int winner_team = 0;
331         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
332                 total_control_points)
333         {
334                 winner_team = NUM_TEAM_1;
335         }
336         for (int i = 2; i <= NUM_TEAMS; ++i)
337         {
338                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
339                         total_control_points)
340                 {
341                         if (winner_team != 0)
342                         {
343                                 return 0;
344                         }
345                         winner_team = Team_IndexToTeam(i);
346                 }
347         }
348         if (winner_team)
349         {
350                 return winner_team;
351         }
352         return -1; // no control points left?
353 }
354
355 bool Domination_CheckWinner()
356 {
357         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
358         {
359                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
360                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
361
362                 game_stopped = true;
363                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
364                 return true;
365         }
366
367         Domination_count_controlpoints();
368
369         float winner_team = Domination_GetWinnerTeam();
370
371         if(winner_team == -1)
372                 return false;
373
374         if(winner_team > 0)
375         {
376                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
377                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
378                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
379         }
380         else if(winner_team == -1)
381         {
382                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
383                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
384         }
385
386         game_stopped = true;
387         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
388
389         return true;
390 }
391
392 bool Domination_CheckPlayers()
393 {
394         return true;
395 }
396
397 void Domination_RoundStart()
398 {
399         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
400 }
401
402 //go to best items, or control points you don't own
403 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
404 {
405         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
406         {
407                 if(it.cnt > -1) // this is just being fought
408                         navigation_routerating(this, it, ratingscale, 5000);
409                 else if(it.goalentity.cnt == 0) // unclaimed
410                         navigation_routerating(this, it, ratingscale, 5000);
411                 else if(it.goalentity.team != this.team) // other team's point
412                         navigation_routerating(this, it, ratingscale, 5000);
413         });
414 }
415
416 void havocbot_role_dom(entity this)
417 {
418         if(IS_DEAD(this))
419                 return;
420
421         if (navigation_goalrating_timeout(this))
422         {
423                 navigation_goalrating_start(this);
424                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
425                 havocbot_goalrating_items(this, 20000, this.origin, 8000);
426                 //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
427                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
428                 navigation_goalrating_end(this);
429
430                 navigation_goalrating_timeout_set(this);
431         }
432 }
433
434 MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
435 {
436         // fallback?
437         M_ARGV(0, float) = domination_teams;
438         string ret_string = "dom_team";
439
440         entity head = find(NULL, classname, ret_string);
441         while(head)
442         {
443                 if(head.netname != "")
444                 {
445                         if (Team_IsValidTeam(head.team))
446                         {
447                                 M_ARGV(0, float) |= Team_TeamToBit(head.team);
448                         }
449                 }
450
451                 head = find(head, classname, ret_string);
452         }
453
454         M_ARGV(1, string) = string_null;
455
456         return true;
457 }
458
459 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
460 {
461         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
462         FOREACH_CLIENT(IS_PLAYER(it), {
463                 PutClientInServer(it);
464                 if(domination_roundbased)
465                         it.player_blocked = 1;
466                 if(IS_REAL_CLIENT(it))
467                         set_dom_state(it);
468         });
469         return true;
470 }
471
472 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
473 {
474         entity player = M_ARGV(0, entity);
475
476         if(domination_roundbased)
477                 player.player_blocked = !round_handler_IsRoundStarted();
478 }
479
480 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
481 {
482         entity player = M_ARGV(0, entity);
483
484         set_dom_state(player);
485 }
486
487 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
488 {
489         entity bot = M_ARGV(0, entity);
490
491         bot.havocbot_role = havocbot_role_dom;
492         return true;
493 }
494
495 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
496 Control point for Domination gameplay.
497 */
498 spawnfunc(dom_controlpoint)
499 {
500         if(!g_domination)
501         {
502                 delete(this);
503                 return;
504         }
505         setthink(this, dom_controlpoint_setup);
506         this.nextthink = time + 0.1;
507         this.reset = dom_controlpoint_setup;
508
509         if(!this.scale)
510                 this.scale = 0.6;
511
512         this.effects = this.effects | EF_LOWPRECISION;
513         if (autocvar_g_domination_point_fullbright)
514                 this.effects |= EF_FULLBRIGHT;
515
516         IL_PUSH(g_dompoints, this);
517 }
518
519 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
520 Team declaration for Domination gameplay, this allows you to decide what team
521 names and control point models are used in your map.
522
523 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
524 can have netname set!  The nameless team owns all control points at start.
525
526 Keys:
527 "netname"
528  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
529 "cnt"
530  Scoreboard color of the team (for example 4 is red and 13 is blue)
531 "model"
532  Model to use for control points owned by this team (for example
533  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
534  keycard)
535 "skin"
536  Skin of the model to use (for team skins on a single model)
537 "noise"
538  Sound to play when this team captures a point.
539  (this is a localized sound, like a small alarm or other effect)
540 "noise1"
541  Narrator speech to play when this team captures a point.
542  (this is a global sound, like "Red team has captured a control point")
543 */
544
545 spawnfunc(dom_team)
546 {
547         if(!g_domination || autocvar_g_domination_teams_override >= 2)
548         {
549                 delete(this);
550                 return;
551         }
552         precache_model(this.model);
553         if (this.noise != "")
554                 precache_sound(this.noise);
555         if (this.noise1 != "")
556                 precache_sound(this.noise1);
557         this.classname = "dom_team";
558         _setmodel(this, this.model); // precision not needed
559         this.mdl = this.model;
560         this.dmg = this.modelindex;
561         this.model = "";
562         this.modelindex = 0;
563         // this would have to be changed if used in quakeworld
564         if(this.cnt)
565                 this.team = this.cnt + 1; // WHY are these different anyway?
566 }
567
568 // scoreboard setup
569 void ScoreRules_dom(int teams)
570 {
571         if(domination_roundbased)
572         {
573             GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
574             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
575             field(SP_DOM_TAKES, "takes", 0);
576             });
577         }
578         else
579         {
580                 float sp_domticks, sp_score;
581                 sp_score = sp_domticks = 0;
582                 if(autocvar_g_domination_disable_frags)
583                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
584                 else
585                         sp_score = SFL_SORT_PRIO_PRIMARY;
586                 GameRules_scoring(teams, sp_score, sp_score, {
587             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
588             field(SP_DOM_TICKS, "ticks", sp_domticks);
589             field(SP_DOM_TAKES, "takes", 0);
590                 });
591         }
592 }
593
594 // code from here on is just to support maps that don't have control point and team entities
595 void dom_spawnteam(string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
596 {
597         TC(Sound, capsound);
598         entity e = new_pure(dom_team);
599         e.netname = strzone(teamname);
600         e.cnt = teamcolor;
601         e.model = pointmodel;
602         e.skin = pointskin;
603         e.noise = strzone(Sound_fixpath(capsound));
604         e.noise1 = strzone(capnarration);
605         e.message = strzone(capmessage);
606
607         // this code is identical to spawnfunc_dom_team
608         _setmodel(e, e.model); // precision not needed
609         e.mdl = e.model;
610         e.dmg = e.modelindex;
611         e.model = "";
612         e.modelindex = 0;
613         // this would have to be changed if used in quakeworld
614         e.team = e.cnt + 1;
615
616         //eprint(e);
617 }
618
619 void dom_spawnpoint(vector org)
620 {
621         entity e = spawn();
622         e.classname = "dom_controlpoint";
623         setthink(e, spawnfunc_dom_controlpoint);
624         e.nextthink = time;
625         setorigin(e, org);
626         spawnfunc_dom_controlpoint(e);
627 }
628
629 // spawn some default teams if the map is not set up for domination
630 void dom_spawnteams(int teams)
631 {
632         TC(int, teams);
633         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");
634         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");
635         if(teams >= 3)
636                 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");
637         if(teams >= 4)
638                 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");
639         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
640 }
641
642 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
643 {
644         // if no teams are found, spawn defaults
645         if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
646         {
647                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
648                 domination_teams = autocvar_g_domination_teams_override;
649                 if (domination_teams < 2)
650                         domination_teams = autocvar_g_domination_default_teams;
651                 domination_teams = bound(2, domination_teams, 4);
652                 dom_spawnteams(domination_teams);
653         }
654
655         entity balance = TeamBalance_CheckAllowedTeams(NULL);
656         int teams = TeamBalance_GetAllowedTeams(balance);
657         TeamBalance_Destroy(balance);
658         domination_teams = teams;
659
660         domination_roundbased = autocvar_g_domination_roundbased;
661
662         ScoreRules_dom(domination_teams);
663
664         if(domination_roundbased)
665         {
666                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
667                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
668         }
669 }
670
671 void dom_Initialize()
672 {
673         g_domination = true;
674         InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
675 }