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Rename Team_*ControlPoints functions to Team_*OwnedItems so they can be used without...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / onslaught / sv_onslaught.qc
1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
4
5 #include <server/bot/api.qh>
6 #include <server/campaign.qh>
7 #include <server/command/vote.qh>
8 #include <server/damage.qh>
9 #include <server/items/items.qh>
10 #include <server/world.qh>
11 #include <common/mapobjects/defs.qh>
12 #include <common/mapobjects/triggers.qh>
13
14 bool g_onslaught;
15
16 float autocvar_g_onslaught_teleport_wait;
17 bool autocvar_g_onslaught_spawn_at_controlpoints;
18 bool autocvar_g_onslaught_spawn_at_generator;
19 float autocvar_g_onslaught_cp_proxydecap;
20 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
21 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
22 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
23 float autocvar_g_onslaught_spawn_at_controlpoints_random;
24 float autocvar_g_onslaught_spawn_at_generator_chance;
25 float autocvar_g_onslaught_spawn_at_generator_random;
26 float autocvar_g_onslaught_cp_buildhealth;
27 float autocvar_g_onslaught_cp_buildtime;
28 float autocvar_g_onslaught_cp_health;
29 float autocvar_g_onslaught_cp_regen;
30 float autocvar_g_onslaught_gen_health;
31 float autocvar_g_onslaught_shield_force = 100;
32 float autocvar_g_onslaught_allow_vehicle_touch;
33 float autocvar_g_onslaught_round_timelimit;
34 float autocvar_g_onslaught_warmup;
35 float autocvar_g_onslaught_teleport_radius;
36 float autocvar_g_onslaught_spawn_choose;
37 float autocvar_g_onslaught_click_radius;
38
39 entity cam;
40
41 // =======================
42 // CaptureShield Functions
43 // =======================
44
45 bool clientcamera_send(entity this, entity to, int sf)
46 {
47         WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
48
49         WriteVector(MSG_ENTITY, this.origin);
50
51         WriteAngleVector(MSG_ENTITY, this.angles);
52
53         return true;
54 }
55
56 bool ons_CaptureShield_Customize(entity this, entity client)
57 {
58         entity e = WaypointSprite_getviewentity(client);
59
60         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
61         if(SAME_TEAM(this, e)) { return false; }
62
63         return true;
64 }
65
66 void ons_CaptureShield_Touch(entity this, entity toucher)
67 {
68         if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
69         if(!IS_PLAYER(toucher)) { return; }
70         if(SAME_TEAM(toucher, this)) { return; }
71
72         vector mymid = (this.absmin + this.absmax) * 0.5;
73         vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
74
75         Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
76
77         if(IS_REAL_CLIENT(toucher))
78         {
79                 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
80
81                 if(this.enemy.classname == "onslaught_generator")
82                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
83                 else
84                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
85         }
86 }
87
88 void ons_CaptureShield_Reset(entity this)
89 {
90         this.colormap = this.enemy.colormap;
91         this.team = this.enemy.team;
92 }
93
94 void ons_CaptureShield_Spawn(entity this, Model shield_model)
95 {
96         entity shield = new(ons_captureshield);
97         IL_PUSH(g_onsshields, shield);
98
99         shield.enemy = this;
100         shield.team = this.team;
101         shield.colormap = this.colormap;
102         shield.reset = ons_CaptureShield_Reset;
103         settouch(shield, ons_CaptureShield_Touch);
104         setcefc(shield, ons_CaptureShield_Customize);
105         shield.effects = EF_ADDITIVE;
106         set_movetype(shield, MOVETYPE_NOCLIP);
107         shield.solid = SOLID_TRIGGER;
108         shield.avelocity = '7 0 11';
109         shield.scale = this.scale;
110
111         float shield_extra_size = 1.20; // hitbox is 20% larger than the object itself
112         setorigin(shield, this.origin);
113         setmodel(shield, shield_model);
114         setsize(shield, shield_extra_size * this.mins, shield_extra_size * this.maxs);
115 }
116
117
118 // ==========
119 // Junk Pile
120 // ==========
121
122 void onslaught_updatelinks()
123 {
124         entity l;
125         // first check if the game has ended
126         LOG_DEBUG("--- updatelinks ---");
127         // mark generators as being shielded and networked
128         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
129         {
130                 if (l.iscaptured)
131                         LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
132                 else
133                         LOG_DEBUG(etos(l), " (generator) is destroyed");
134                 l.islinked = l.iscaptured;
135                 l.isshielded = l.iscaptured;
136                 l.sprite.SendFlags |= 16;
137         }
138         // mark points as shielded and not networked
139         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
140         {
141                 l.islinked = false;
142                 l.isshielded = true;
143                 l.aregensneighbor = 0;
144                 l.arecpsneighbor = 0;
145                 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
146                 l.sprite.SendFlags |= 16;
147         }
148         // flow power outward from the generators through the network
149         bool stop = false;
150         while (!stop)
151         {
152                 stop = true;
153                 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
154                 {
155                         // if both points are captured by the same team, and only one of
156                         // them is powered, mark the other one as powered as well
157                         if (l.enemy.iscaptured && l.goalentity.iscaptured)
158                                 if (l.enemy.islinked != l.goalentity.islinked)
159                                         if(SAME_TEAM(l.enemy, l.goalentity))
160                                         {
161                                                 if (!l.goalentity.islinked)
162                                                 {
163                                                         stop = false;
164                                                         l.goalentity.islinked = true;
165                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
166                                                 }
167                                                 else if (!l.enemy.islinked)
168                                                 {
169                                                         stop = false;
170                                                         l.enemy.islinked = true;
171                                                         LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
172                                                 }
173                                         }
174                 }
175         }
176         // now that we know which points are powered we can mark their neighbors
177         // as unshielded if team differs
178         for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
179         {
180                 if (l.goalentity.islinked)
181                 {
182                         if(DIFF_TEAM(l.goalentity, l.enemy))
183                         {
184                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
185                                 l.enemy.isshielded = false;
186                         }
187                         if(l.goalentity.classname == "onslaught_generator")
188                                 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
189                         else
190                                 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
191                 }
192                 if (l.enemy.islinked)
193                 {
194                         if(DIFF_TEAM(l.goalentity, l.enemy))
195                         {
196                                 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
197                                 l.goalentity.isshielded = false;
198                         }
199                         if(l.enemy.classname == "onslaught_generator")
200                                 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
201                         else
202                                 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
203                 }
204         }
205         // now update the generators
206         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
207         {
208                 if (l.isshielded)
209                 {
210                         LOG_DEBUG(etos(l), " (generator) is shielded");
211                         l.takedamage = DAMAGE_NO;
212                         if(l.bot_attack)
213                                 IL_REMOVE(g_bot_targets, l);
214                         l.bot_attack = false;
215                 }
216                 else
217                 {
218                         LOG_DEBUG(etos(l), " (generator) is not shielded");
219                         l.takedamage = DAMAGE_AIM;
220                         if(!l.bot_attack)
221                                 IL_PUSH(g_bot_targets, l);
222                         l.bot_attack = true;
223                 }
224
225                 ons_Generator_UpdateSprite(l);
226         }
227         // now update the takedamage and alpha variables on control point icons
228         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
229         {
230                 if (l.isshielded)
231                 {
232                         LOG_DEBUG(etos(l), " (point) is shielded");
233                         if (l.goalentity)
234                         {
235                                 l.goalentity.takedamage = DAMAGE_NO;
236                                 if(l.goalentity.bot_attack)
237                                         IL_REMOVE(g_bot_targets, l.goalentity);
238                                 l.goalentity.bot_attack = false;
239                         }
240                 }
241                 else
242                 {
243                         LOG_DEBUG(etos(l), " (point) is not shielded");
244                         if (l.goalentity)
245                         {
246                                 l.goalentity.takedamage = DAMAGE_AIM;
247                                 if(!l.goalentity.bot_attack)
248                                         IL_PUSH(g_bot_targets, l.goalentity);
249                                 l.goalentity.bot_attack = true;
250                         }
251                 }
252                 ons_ControlPoint_UpdateSprite(l);
253         }
254         IL_EACH(g_onsshields, true,
255         {
256                 it.team = it.enemy.team;
257                 it.colormap = it.enemy.colormap;
258         });
259 }
260
261
262 // ===================
263 // Main Link Functions
264 // ===================
265
266 bool ons_Link_Send(entity this, entity to, int sendflags)
267 {
268         WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
269         WriteByte(MSG_ENTITY, sendflags);
270         if(sendflags & 1)
271         {
272                 WriteVector(MSG_ENTITY, this.goalentity.origin);
273         }
274         if(sendflags & 2)
275         {
276                 WriteVector(MSG_ENTITY, this.enemy.origin);
277         }
278         if(sendflags & 4)
279         {
280                 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
281         }
282         return true;
283 }
284
285 void ons_Link_CheckUpdate(entity this)
286 {
287         // TODO check if the two sides have moved (currently they won't move anyway)
288         float cc = 0, cc1 = 0, cc2 = 0;
289
290         if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
291         if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
292
293         cc = cc1 + cc2;
294
295         if(cc != this.clientcolors)
296         {
297                 this.clientcolors = cc;
298                 this.SendFlags |= 4;
299         }
300
301         this.nextthink = time;
302 }
303
304 void ons_DelayedLinkSetup(entity this)
305 {
306         this.goalentity = find(NULL, targetname, this.target);
307         this.enemy = find(NULL, targetname, this.target2);
308         if(!this.goalentity) { objerror(this, "can not find target\n"); }
309         if(!this.enemy) { objerror(this, "can not find target2\n"); }
310
311         LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
312         this.SendFlags |= 3;
313         setthink(this, ons_Link_CheckUpdate);
314         this.nextthink = time;
315 }
316
317
318 // =============================
319 // Main Control Point Functions
320 // =============================
321
322 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
323 {
324         if(cp.aregensneighbor & BIT(teamnum)) return 2;
325         if(cp.arecpsneighbor & BIT(teamnum)) return 1;
326
327         return 0;
328 }
329
330 int ons_ControlPoint_Attackable(entity cp, int teamnum)
331         // -2: SAME TEAM, attackable by enemy!
332         // -1: SAME TEAM!
333         // 0: off limits
334         // 1: attack it
335         // 2: touch it
336         // 3: attack it (HIGH PRIO)
337         // 4: touch it (HIGH PRIO)
338 {
339         int a;
340
341         if(cp.isshielded)
342         {
343                 return 0;
344         }
345         else if(cp.goalentity)
346         {
347                 // if there's already an icon built, nothing happens
348                 if(cp.team == teamnum)
349                 {
350                         a = ons_ControlPoint_CanBeLinked(cp, teamnum);
351                         if(a) // attackable by enemy?
352                                 return -2; // EMERGENCY!
353                         return -1;
354                 }
355                 // we know it can be linked, so no need to check
356                 // but...
357                 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
358                 if(a == 2) // near our generator?
359                         return 3; // EMERGENCY!
360                 return 1;
361         }
362         else
363         {
364                 // free point
365                 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
366                 {
367                         a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
368                         if(a == 2)
369                                 return 4; // GET THIS ONE NOW!
370                         else
371                                 return 2; // TOUCH ME
372                 }
373         }
374         return 0;
375 }
376
377 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
378 {
379         if(damage <= 0) { return; }
380
381         if (this.owner.isshielded)
382         {
383                 // this is protected by a shield, so ignore the damage
384                 if (time > this.pain_finished)
385                         if (IS_PLAYER(attacker))
386                         {
387                                 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
388                                 this.pain_finished = time + 1;
389                                 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
390                         }
391
392                 return;
393         }
394
395         if(IS_PLAYER(attacker))
396         if(time - ons_notification_time[this.team] > 10)
397         {
398                 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
399                 ons_notification_time[this.team] = time;
400         }
401
402         TakeResource(this, RES_HEALTH, damage);
403         if(this.owner.iscaptured)
404                 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
405         else
406                 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
407         this.pain_finished = time + 1;
408         // particles on every hit
409         pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
410         //sound on every hit
411         if (random() < 0.5)
412                 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
413         else
414                 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
415
416         if (GetResource(this, RES_HEALTH) < 0)
417         {
418                 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
419                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
420                 if (this.owner.message != "")
421                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
422                 else
423                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
424
425                 GameRules_scoring_add(attacker, ONS_TAKES, 1);
426                 GameRules_scoring_add(attacker, SCORE, 10);
427
428                 this.owner.goalentity = NULL;
429                 this.owner.islinked = false;
430                 this.owner.iscaptured = false;
431                 this.owner.team = 0;
432                 this.owner.colormap = 1024;
433
434                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
435
436                 onslaught_updatelinks();
437
438                 // Use targets now (somebody make sure this is in the right place..)
439                 SUB_UseTargets(this.owner, this, NULL);
440
441                 this.owner.waslinked = this.owner.islinked;
442                 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
443                         setmodel(this.owner, MDL_ONS_CP_PAD1);
444                 //setsize(this, '-32 -32 0', '32 32 8');
445
446                 delete(this);
447         }
448
449         this.SendFlags |= CPSF_STATUS;
450 }
451
452 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
453 {
454         float hlth = GetResource(targ, RES_HEALTH);
455         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
456         if (hlth <= 0 || hlth >= true_limit)
457                 return false;
458
459         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
460         hlth = GetResource(targ, RES_HEALTH);
461         if(targ.owner.iscaptured)
462                 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
463         else
464                 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
465         targ.SendFlags |= CPSF_STATUS;
466         return true;
467 }
468
469 void ons_ControlPoint_Icon_Think(entity this)
470 {
471         this.nextthink = time + ONS_CP_THINKRATE;
472
473         if(autocvar_g_onslaught_cp_proxydecap)
474         {
475                 int _enemy_count = 0;
476                 int _friendly_count = 0;
477
478                 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
479                         if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
480                         {
481                                 if(SAME_TEAM(it, this))
482                                         ++_friendly_count;
483                                 else
484                                         ++_enemy_count;
485                         }
486                 });
487
488                 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
489                 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
490
491                 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
492                 this.SendFlags |= CPSF_STATUS;
493                 if(GetResource(this, RES_HEALTH) <= 0)
494                 {
495                         ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
496                         return;
497                 }
498         }
499
500         if (time > this.pain_finished + 5)
501         {
502                 if(GetResource(this, RES_HEALTH) < this.max_health)
503                 {
504                         GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
505                         WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
506                 }
507         }
508
509         if(this.owner.islinked != this.owner.waslinked)
510         {
511                 // unteam the spawnpoint if needed
512                 int t = this.owner.team;
513                 if(!this.owner.islinked)
514                         this.owner.team = 0;
515
516                 SUB_UseTargets(this.owner, this, NULL);
517
518                 this.owner.team = t;
519
520                 this.owner.waslinked = this.owner.islinked;
521         }
522
523         // damaged fx
524         if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
525         {
526                 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
527
528                 if(random() > 0.8)
529                         sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
530                 else if (random() > 0.5)
531                         sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
532         }
533 }
534
535 void ons_ControlPoint_Icon_BuildThink(entity this)
536 {
537         int a;
538
539         this.nextthink = time + ONS_CP_THINKRATE;
540
541         // only do this if there is power
542         a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
543         if(!a)
544                 return;
545
546         GiveResource(this, RES_HEALTH, this.count);
547
548         this.SendFlags |= CPSF_STATUS;
549
550         if (GetResource(this, RES_HEALTH) >= this.max_health)
551         {
552                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
553                 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
554                 setthink(this, ons_ControlPoint_Icon_Think);
555                 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
556                 this.owner.iscaptured = true;
557                 this.solid = SOLID_BBOX;
558
559                 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
560
561                 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
562                 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
563
564                 if(IS_PLAYER(this.owner.ons_toucher))
565                 {
566                         if(this.owner.message != "")
567                         {
568                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
569                                 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM), this.owner.message);
570                                 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
571                         }
572                         else
573                         {
574                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
575                                 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
576                                 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
577                         }
578                         GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
579                         GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
580                 }
581
582                 this.owner.ons_toucher = NULL;
583
584                 onslaught_updatelinks();
585
586                 // Use targets now (somebody make sure this is in the right place..)
587                 SUB_UseTargets(this.owner, this, NULL);
588
589                 this.SendFlags |= CPSF_SETUP;
590         }
591         if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
592                 setmodel(this.owner, MDL_ONS_CP_PAD2);
593
594         if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
595                 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
596 }
597
598 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
599
600 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
601 {
602         entity e = new(onslaught_controlpoint_icon);
603
604         setsize(e, CPICON_MIN, CPICON_MAX);
605         setorigin(e, cp.origin + CPICON_OFFSET);
606
607         e.owner = cp;
608         e.max_health = autocvar_g_onslaught_cp_health;
609         SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
610         e.solid = SOLID_NOT;
611         e.takedamage = DAMAGE_AIM;
612         e.bot_attack = true;
613         IL_PUSH(g_bot_targets, e);
614         e.event_damage = ons_ControlPoint_Icon_Damage;
615         e.event_heal = ons_ControlPoint_Icon_Heal;
616         e.team = player.team;
617         e.colormap = 1024 + (e.team - 1) * 17;
618         e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
619
620         sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
621
622         cp.goalentity = e;
623         cp.team = e.team;
624         cp.colormap = e.colormap;
625
626         Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
627
628         WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
629         WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
630         cp.sprite.SendFlags |= 16;
631
632         onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
633 }
634
635 entity ons_ControlPoint_Waypoint(entity e)
636 {
637         if(e.team)
638         {
639                 int a = ons_ControlPoint_Attackable(e, e.team);
640
641                 if(a == -2) { return WP_OnsCPDefend; } // defend now
642                 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
643                 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
644         }
645         else
646                 return WP_OnsCP;
647
648         return WP_Null;
649 }
650
651 void ons_ControlPoint_UpdateSprite(entity e)
652 {
653         entity s1 = ons_ControlPoint_Waypoint(e);
654         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
655
656         bool sh;
657         sh = !(ons_ControlPoint_CanBeLinked(e, NUM_TEAM_1) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_2) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_3) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_4));
658
659         if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
660         {
661                 if(e.iscaptured) // don't mess up build bars!
662                 {
663                         if(sh)
664                         {
665                                 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
666                         }
667                         else
668                         {
669                                 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
670                                 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
671                         }
672                 }
673                 if(e.lastshielded)
674                 {
675                         if(e.team)
676                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
677                         else
678                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
679                 }
680                 else
681                 {
682                         if(e.team)
683                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
684                         else
685                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
686                 }
687                 WaypointSprite_Ping(e.sprite);
688
689                 e.lastteam = e.team + 2;
690                 e.lastshielded = sh;
691                 e.lastcaptured = e.iscaptured;
692         }
693 }
694
695 void ons_ControlPoint_Touch(entity this, entity toucher)
696 {
697         int attackable;
698
699         if(IS_VEHICLE(toucher) && toucher.owner)
700         {
701                 if (!autocvar_g_onslaught_allow_vehicle_touch)
702                         return;
703                 toucher = toucher.owner;
704         }
705
706         if(!IS_PLAYER(toucher)) { return; }
707         if(STAT(FROZEN, toucher)) { return; }
708         if(IS_DEAD(toucher)) { return; }
709
710         if ( SAME_TEAM(this,toucher) )
711         if ( this.iscaptured )
712         {
713                 if(time <= toucher.teleport_antispam)
714                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
715                 else
716                         Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
717         }
718
719         attackable = ons_ControlPoint_Attackable(this, toucher.team);
720         if(attackable != 2 && attackable != 4)
721                 return;
722         // we've verified that this player has a legitimate claim to this point,
723         // so start building the captured point icon (which only captures this
724         // point if it successfully builds without being destroyed first)
725         ons_ControlPoint_Icon_Spawn(this, toucher);
726
727         this.ons_toucher = toucher;
728
729         onslaught_updatelinks();
730 }
731
732 void ons_ControlPoint_Think(entity this)
733 {
734         this.nextthink = time + ONS_CP_THINKRATE;
735         CSQCMODEL_AUTOUPDATE(this);
736 }
737
738 void ons_ControlPoint_Reset(entity this)
739 {
740         if(this.goalentity)
741                 delete(this.goalentity);
742
743         this.goalentity = NULL;
744         this.team = 0;
745         this.colormap = 1024;
746         this.iscaptured = false;
747         this.islinked = false;
748         this.isshielded = true;
749         setthink(this, ons_ControlPoint_Think);
750         this.ons_toucher = NULL;
751         this.nextthink = time + ONS_CP_THINKRATE;
752         setmodel(this, MDL_ONS_CP_PAD1);
753
754         WaypointSprite_UpdateMaxHealth(this.sprite, 0);
755         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
756
757         onslaught_updatelinks();
758
759         SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
760
761         CSQCMODEL_AUTOUPDATE(this);
762 }
763
764 void ons_DelayedControlPoint_Setup(entity this)
765 {
766         onslaught_updatelinks();
767
768         // captureshield setup
769         ons_CaptureShield_Spawn(this, MDL_ONS_CP_SHIELD);
770
771         CSQCMODEL_AUTOINIT(this);
772 }
773
774 void ons_ControlPoint_Setup(entity cp)
775 {
776         // main setup
777         cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
778         ons_worldcplist = cp;
779
780         cp.netname = "Control point";
781         cp.team = 0;
782         cp.solid = SOLID_BBOX;
783         set_movetype(cp, MOVETYPE_NONE);
784         settouch(cp, ons_ControlPoint_Touch);
785         setthink(cp, ons_ControlPoint_Think);
786         cp.nextthink = time + ONS_CP_THINKRATE;
787         cp.reset = ons_ControlPoint_Reset;
788         cp.colormap = 1024;
789         cp.iscaptured = false;
790         cp.islinked = false;
791         cp.isshielded = true;
792
793         // appearence
794         setmodel(cp, MDL_ONS_CP_PAD1);
795
796         // control point placement
797         if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
798         {
799                 cp.noalign = true;
800                 set_movetype(cp, MOVETYPE_NONE);
801         }
802         else // drop to floor, automatically find a platform and set that as spawn origin
803         {
804                 setorigin(cp, cp.origin + '0 0 20');
805                 cp.noalign = false;
806                 droptofloor(cp);
807                 set_movetype(cp, MOVETYPE_TOSS);
808         }
809
810         // waypointsprites
811         WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
812         WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
813
814         InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
815 }
816
817
818 // =========================
819 // Main Generator Functions
820 // =========================
821
822 entity ons_Generator_Waypoint(entity e)
823 {
824         if (e.isshielded)
825                 return WP_OnsGenShielded;
826         return WP_OnsGen;
827 }
828
829 void ons_Generator_UpdateSprite(entity e)
830 {
831         entity s1 = ons_Generator_Waypoint(e);
832         WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
833
834         if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
835         {
836                 e.lastteam = e.team + 2;
837                 e.lastshielded = e.isshielded;
838                 if(e.lastshielded)
839                 {
840                         if(e.team)
841                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
842                         else
843                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
844                 }
845                 else
846                 {
847                         if(e.team)
848                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
849                         else
850                                 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
851                 }
852                 WaypointSprite_Ping(e.sprite);
853         }
854 }
855
856 void ons_camSetup(entity this)
857 {
858         vector dir;
859         vector ang = '0 0 0';
860         vector best_ang = '0 0 0';
861         float best_trace_fraction = 0;
862         while(ang.y < 360)
863         {
864                 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
865                 dir *= 500;
866                 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
867                 if(trace_fraction > best_trace_fraction)
868                 {
869                         best_trace_fraction = trace_fraction;
870                         best_ang = ang;
871                         if(trace_fraction == 1)
872                                 break;
873                 }
874                 ang.y += 90;
875                 if(ang.y == 360)
876                         ang.y = 45;
877         }
878         cam.origin = this.origin;
879         setorigin(cam, cam.origin);
880         cam.angles = best_ang;
881         Net_LinkEntity(cam, false, 0, clientcamera_send);
882
883         FOREACH_CLIENT(true, it.clientcamera = cam;);
884
885         // NOTE: engine networked
886         WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
887         WriteAngle(MSG_ALL, cam.angles_x);
888         WriteAngle(MSG_ALL, cam.angles_y);
889         WriteAngle(MSG_ALL, cam.angles_z);
890 }
891
892 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
893 {
894         if(damage <= 0) return;
895         if(warmup_stage || game_stopped) return;
896         if(!round_handler_IsRoundStarted()) return;
897
898         if (attacker != this)
899         {
900                 if (this.isshielded)
901                 {
902                         // generator is protected by a shield, so ignore the damage
903                         if (time > this.pain_finished)
904                                 if (IS_PLAYER(attacker))
905                                 {
906                                         play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
907                                         attacker.typehitsound += 1;
908                                         this.pain_finished = time + 1;
909                                 }
910                         return;
911                 }
912                 if (time > this.pain_finished)
913                 {
914                         this.pain_finished = time + 10;
915                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
916                         play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
917                 }
918         }
919         TakeResource(this, RES_HEALTH, damage);
920         float hlth = GetResource(this, RES_HEALTH);
921         WaypointSprite_UpdateHealth(this.sprite, hlth);
922         // choose an animation frame based on health
923         this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
924         // see if the generator is still functional, or dying
925         if (hlth > 0)
926         {
927                 this.lasthealth = hlth;
928         }
929         else
930         {
931                 if (attacker == this)
932                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
933                 else
934                 {
935                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
936                         GameRules_scoring_add(attacker, SCORE, 100);
937                 }
938                 this.iscaptured = false;
939                 this.islinked = false;
940                 this.isshielded = false;
941                 this.takedamage = DAMAGE_NO; // can't be hurt anymore
942                 this.event_damage = func_null; // won't do anything if hurt
943                 this.event_heal = func_null;
944                 this.count = 0; // reset counter
945                 setthink(this, func_null);
946                 this.nextthink = 0;
947                 //this.think(); // do the first explosion now
948
949                 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
950                 WaypointSprite_Ping(this.sprite);
951                 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
952
953                 onslaught_updatelinks();
954
955                 ons_camSetup(this);
956         }
957
958         // Throw some flaming gibs on damage, more damage = more chance for gib
959         if(random() < damage/220)
960         {
961                 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
962         }
963         else
964         {
965                 // particles on every hit
966                 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
967
968                 //sound on every hit
969                 if (random() < 0.5)
970                         sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
971                 else
972                         sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
973         }
974
975         this.SendFlags |= GSF_STATUS;
976 }
977
978 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
979 {
980         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
981         float hlth = GetResource(targ, RES_HEALTH);
982         if (hlth <= 0 || hlth >= true_limit)
983                 return false;
984
985         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
986         hlth = GetResource(targ, RES_HEALTH);
987         WaypointSprite_UpdateHealth(targ.sprite, hlth);
988         targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
989         targ.lasthealth = hlth;
990         targ.SendFlags |= GSF_STATUS;
991         return true;
992 }
993
994 void ons_GeneratorThink(entity this)
995 {
996         this.nextthink = time + GEN_THINKRATE;
997
998         if (game_stopped || this.isshielded || time < this.wait)
999                 return;
1000
1001         this.wait = time + 5;
1002         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
1003         {
1004                 if (SAME_TEAM(it, this))
1005                 {
1006                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1007                         msg_entity = it;
1008                         soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1009                 }
1010                 else
1011                         Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1012         });
1013 }
1014
1015 void ons_GeneratorReset(entity this)
1016 {
1017         this.team = this.team_saved;
1018         SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1019         this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1020         this.takedamage = DAMAGE_AIM;
1021         this.bot_attack = true;
1022         if(!IL_CONTAINS(g_bot_targets, this))
1023                 IL_PUSH(g_bot_targets, this);
1024         this.iscaptured = true;
1025         this.islinked = true;
1026         this.isshielded = true;
1027         this.event_damage = ons_GeneratorDamage;
1028         this.event_heal = ons_GeneratorHeal;
1029         setthink(this, ons_GeneratorThink);
1030         this.nextthink = time + GEN_THINKRATE;
1031
1032         Net_LinkEntity(this, false, 0, generator_send);
1033
1034         this.SendFlags = GSF_SETUP; // just incase
1035         this.SendFlags |= GSF_STATUS;
1036
1037         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1038         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1039         WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1040
1041         onslaught_updatelinks();
1042 }
1043
1044 void ons_DelayedGeneratorSetup(entity this)
1045 {
1046         // bot waypoints
1047         waypoint_spawnforitem_force(this, this.origin);
1048         this.nearestwaypointtimeout = 0; // activate waypointing again
1049         this.bot_basewaypoint = this.nearestwaypoint;
1050
1051         // captureshield setup
1052         ons_CaptureShield_Spawn(this, MDL_ONS_GEN_SHIELD);
1053
1054         onslaught_updatelinks();
1055
1056         Net_LinkEntity(this, false, 0, generator_send);
1057 }
1058
1059
1060 void onslaught_generator_touch(entity this, entity toucher)
1061 {
1062         if ( IS_PLAYER(toucher) )
1063         if ( SAME_TEAM(this,toucher) )
1064         if ( this.iscaptured )
1065         {
1066                 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1067         }
1068 }
1069
1070 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1071 {
1072         // declarations
1073         int teamnum = gen.team;
1074
1075         // main setup
1076         gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1077         ons_worldgeneratorlist = gen;
1078
1079         gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1080         gen.solid = SOLID_BBOX;
1081         gen.team_saved = teamnum;
1082         IL_PUSH(g_saved_team, gen);
1083         set_movetype(gen, MOVETYPE_NONE);
1084         gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1085         SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1086         gen.takedamage = DAMAGE_AIM;
1087         gen.bot_attack = true;
1088         IL_PUSH(g_bot_targets, gen);
1089         gen.event_damage = ons_GeneratorDamage;
1090         gen.event_heal = ons_GeneratorHeal;
1091         gen.reset = ons_GeneratorReset;
1092         setthink(gen, ons_GeneratorThink);
1093         gen.nextthink = time + GEN_THINKRATE;
1094         gen.iscaptured = true;
1095         gen.islinked = true;
1096         gen.isshielded = true;
1097         settouch(gen, onslaught_generator_touch);
1098
1099         // appearence
1100         // model handled by CSQC
1101         setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1102         setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1103         gen.colormap = 1024 + (teamnum - 1) * 17;
1104
1105         // generator placement
1106         droptofloor(gen);
1107
1108         // waypointsprites
1109         WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1110         WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1111         WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1112         WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1113
1114         InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1115 }
1116
1117
1118 // ===============
1119 //  Round Handler
1120 // ===============
1121
1122 int total_generators;
1123 void Onslaught_count_generators()
1124 {
1125         entity e;
1126         total_generators = 0;
1127         for (int i = 1; i <= NUM_TEAMS; ++i)
1128         {
1129                 Team_SetNumberOfOwnedItems(Team_GetTeamFromIndex(i), 0);
1130         }
1131         for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1132         {
1133                 ++total_generators;
1134                 if (GetResource(e, RES_HEALTH) < 1)
1135                 {
1136                         continue;
1137                 }
1138                 entity team_ = Entity_GetTeam(e);
1139                 int num_generators = Team_GetNumberOfOwnedItems(team_);
1140                 ++num_generators;
1141                 Team_SetNumberOfOwnedItems(team_, num_generators);
1142         }
1143 }
1144
1145 void nades_Clear(entity e);
1146
1147 bool Onslaught_CheckWinner()
1148 {
1149         if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1150         {
1151                 ons_stalemate = true;
1152
1153                 if (!wpforenemy_announced)
1154                 {
1155                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1156                         sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1157
1158                         wpforenemy_announced = true;
1159                 }
1160
1161                 entity tmp_entity; // temporary entity
1162                 float d;
1163                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1164                 {
1165                         // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1166                         // control points reduce the overtime duration.
1167                         d = 1;
1168                         entity e;
1169                         for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1170                         {
1171                                 if(DIFF_TEAM(e, tmp_entity))
1172                                 if(e.islinked)
1173                                         d = d + 1;
1174                         }
1175
1176                         if(autocvar_g_campaign && autocvar__campaign_testrun)
1177                                 d = d * tmp_entity.max_health;
1178                         else
1179                                 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1180
1181                         Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1182
1183                         tmp_entity.sprite.SendFlags |= 16;
1184
1185                         tmp_entity.ons_overtime_damagedelay = time + 1;
1186                 }
1187         }
1188         else { wpforenemy_announced = false; ons_stalemate = false; }
1189
1190         Onslaught_count_generators();
1191         int winner_team = Team_GetWinnerTeam_WIthOwnedItems(1);
1192         if (!winner_team)
1193                 return 0;
1194
1195         if(winner_team > 0)
1196         {
1197                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1198                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1199                 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1200         }
1201         else if(winner_team == -1)
1202         {
1203                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1204                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1205         }
1206
1207         ons_stalemate = false;
1208
1209         play2all(SND(CTF_CAPTURE(winner_team)));
1210
1211         round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1212
1213         FOREACH_CLIENT(IS_PLAYER(it), {
1214                 STAT(ROUNDLOST, it) = true;
1215                 it.player_blocked = true;
1216
1217                 nades_Clear(it);
1218         });
1219
1220         game_stopped = true;
1221         return 1;
1222 }
1223
1224 bool Onslaught_CheckPlayers()
1225 {
1226         return 1;
1227 }
1228
1229 void Onslaught_RoundStart()
1230 {
1231         entity tmp_entity;
1232         FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1233
1234         for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1235                 tmp_entity.sprite.SendFlags |= 16;
1236
1237         for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1238                 tmp_entity.sprite.SendFlags |= 16;
1239 }
1240
1241
1242 // ================
1243 // Bot player logic
1244 // ================
1245
1246 // NOTE: LEGACY CODE, needs to be re-written!
1247
1248 void havocbot_role_ons_setrole(entity this, int role)
1249 {
1250         switch(role)
1251         {
1252                 case HAVOCBOT_ONS_ROLE_DEFENSE:
1253                         LOG_DEBUG(this.netname, " switched to defense");
1254                         this.havocbot_role = havocbot_role_ons_defense;
1255                         this.havocbot_role_timeout = 0;
1256                         break;
1257                 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1258                         LOG_DEBUG(this.netname, " switched to assistant");
1259                         this.havocbot_role = havocbot_role_ons_assistant;
1260                         this.havocbot_role_timeout = 0;
1261                         break;
1262                 case HAVOCBOT_ONS_ROLE_OFFENSE:
1263                         LOG_DEBUG(this.netname, " switched to offense");
1264                         this.havocbot_role = havocbot_role_ons_offense;
1265                         this.havocbot_role_timeout = 0;
1266                         break;
1267         }
1268 }
1269
1270 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1271 {
1272         entity cp, cp1, cp2, best, wp;
1273         float radius, bestvalue;
1274         int c;
1275         bool found;
1276
1277         // Filter control points
1278         for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1279         {
1280                 cp2.wpcost = c = 0;
1281                 cp2.wpconsidered = false;
1282
1283                 if(cp2.isshielded)
1284                         continue;
1285
1286                 // Ignore owned controlpoints
1287                 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1288                         continue;
1289
1290                 // Count team mates interested in this control point
1291                 // (easier and cleaner than keeping counters per cp and teams)
1292                 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1293                         if(SAME_TEAM(it, this))
1294                         if(it.havocbot_role == havocbot_role_ons_offense)
1295                         if(it.havocbot_ons_target == cp2)
1296                                 ++c;
1297                 });
1298
1299                 // NOTE: probably decrease the cost of attackable control points
1300                 cp2.wpcost = c;
1301                 cp2.wpconsidered = true;
1302         }
1303
1304         // We'll consider only the best case
1305         bestvalue = FLOAT_MAX;
1306         cp = NULL;
1307         for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1308         {
1309                 if (!cp1.wpconsidered)
1310                         continue;
1311
1312                 if(cp1.wpcost<bestvalue)
1313                 {
1314                         bestvalue = cp1.wpcost;
1315                         cp = cp1;
1316                         this.havocbot_ons_target = cp1;
1317                 }
1318         }
1319
1320         if (!cp)
1321                 return;
1322
1323         LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1324
1325         if(cp.goalentity)
1326         {
1327                 // Should be attacked
1328                 // Rate waypoints near it
1329                 found = false;
1330                 best = NULL;
1331                 bestvalue = FLOAT_MAX;
1332                 for (radius = 500; radius <= 1000 && !found; radius += 500)
1333                 {
1334                         IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1335                         {
1336                                 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1337                                 {
1338                                         found = true;
1339                                         if (it.cnt < bestvalue)
1340                                         {
1341                                                 best = it;
1342                                                 bestvalue = it.cnt;
1343                                         }
1344                                 }
1345                         });
1346                 }
1347
1348                 if(best)
1349                 {
1350                         navigation_routerating(this, best, ratingscale, 10000);
1351                         best.cnt += 1;
1352
1353                         this.havocbot_attack_time = 0;
1354                         if(checkpvs(this.origin + this.view_ofs, cp))
1355                         if(checkpvs(this.origin + this.view_ofs, best))
1356                                 this.havocbot_attack_time = time + 2;
1357                 }
1358                 else
1359                 {
1360                         navigation_routerating(this, cp, ratingscale, 10000);
1361                 }
1362                 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1363         }
1364         else
1365         {
1366                 // Should be touched
1367                 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1368                 navigation_routerating(this, cp, ratingscale * 2, 10000);
1369         }
1370 }
1371
1372 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1373 {
1374         entity g, wp, bestwp;
1375         bool found;
1376         int bestvalue;
1377
1378         for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1379         {
1380                 if(SAME_TEAM(g, this) || g.isshielded)
1381                         continue;
1382
1383                 // Should be attacked
1384                 // Rate waypoints near it
1385                 found = false;
1386                 bestwp = NULL;
1387                 bestvalue = FLOAT_MAX;
1388
1389                 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1390                 {
1391                         if (checkpvs(it.origin, g))
1392                         {
1393                                 found = true;
1394                                 if (it.cnt < bestvalue)
1395                                 {
1396                                         bestwp = it;
1397                                         bestvalue = it.cnt;
1398                                 }
1399                         }
1400                 });
1401
1402                 if(bestwp)
1403                 {
1404                         LOG_DEBUG("waypoints found around generator");
1405                         navigation_routerating(this, bestwp, ratingscale, 10000);
1406                         bestwp.cnt += 1;
1407
1408                         this.havocbot_attack_time = 0;
1409                         if(checkpvs(this.origin + this.view_ofs, g))
1410                         if(checkpvs(this.origin + this.view_ofs, bestwp))
1411                                 this.havocbot_attack_time = time + 5;
1412
1413                         return true;
1414                 }
1415                 else
1416                 {
1417                         LOG_DEBUG("generator found without waypoints around");
1418                         // if there aren't waypoints near the generator go straight to it
1419                         navigation_routerating(this, g, ratingscale, 10000);
1420                         this.havocbot_attack_time = 0;
1421                         return true;
1422                 }
1423         }
1424         return false;
1425 }
1426
1427 void havocbot_role_ons_offense(entity this)
1428 {
1429         if(IS_DEAD(this))
1430         {
1431                 this.havocbot_attack_time = 0;
1432                 havocbot_ons_reset_role(this);
1433                 return;
1434         }
1435
1436         // Set the role timeout if necessary
1437         if (!this.havocbot_role_timeout)
1438                 this.havocbot_role_timeout = time + 120;
1439
1440         if (time > this.havocbot_role_timeout)
1441         {
1442                 havocbot_ons_reset_role(this);
1443                 return;
1444         }
1445
1446         if(this.havocbot_attack_time>time)
1447                 return;
1448
1449         if (navigation_goalrating_timeout(this))
1450         {
1451                 navigation_goalrating_start(this);
1452                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1453                 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1454                         havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1455                 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1456                 navigation_goalrating_end(this);
1457
1458                 navigation_goalrating_timeout_set(this);
1459         }
1460 }
1461
1462 void havocbot_role_ons_assistant(entity this)
1463 {
1464         havocbot_ons_reset_role(this);
1465 }
1466
1467 void havocbot_role_ons_defense(entity this)
1468 {
1469         havocbot_ons_reset_role(this);
1470 }
1471
1472 void havocbot_ons_reset_role(entity this)
1473 {
1474         if(IS_DEAD(this))
1475                 return;
1476
1477         this.havocbot_ons_target = NULL;
1478
1479         // TODO: Defend control points or generator if necessary
1480
1481         havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1482 }
1483
1484
1485 /*
1486  * Find control point or generator owned by the same team self which is nearest to pos
1487  * if max_dist is positive, only control points within this range will be considered
1488  */
1489 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1490 {
1491         entity closest_target = NULL;
1492         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1493         {
1494                 if(SAME_TEAM(cp, this))
1495                 if(cp.iscaptured)
1496                 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1497                 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1498                         closest_target = cp;
1499         }
1500         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1501         {
1502                 if(SAME_TEAM(gen, this))
1503                 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1504                 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1505                         closest_target = gen;
1506         }
1507
1508         return closest_target;
1509 }
1510
1511 /*
1512  * Find control point or generator owned by the same team self which is nearest to pos
1513  * if max_dist is positive, only control points within this range will be considered
1514  * This function only check distances on the XY plane, disregarding Z
1515  */
1516 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1517 {
1518         entity closest_target = NULL;
1519         vector delta;
1520         float smallest_distance = 0, distance;
1521
1522         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1523         {
1524                 delta = cp.origin - pos;
1525                 delta_z = 0;
1526                 distance = vlen(delta);
1527
1528                 if(SAME_TEAM(cp, this))
1529                 if(cp.iscaptured)
1530                 if(max_dist <= 0 || distance <= max_dist)
1531                 if(closest_target == NULL || distance <= smallest_distance )
1532                 {
1533                         closest_target = cp;
1534                         smallest_distance = distance;
1535                 }
1536         }
1537         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1538         {
1539                 delta = gen.origin - pos;
1540                 delta_z = 0;
1541                 distance = vlen(delta);
1542
1543                 if(SAME_TEAM(gen, this))
1544                 if(max_dist <= 0 || distance <= max_dist)
1545                 if(closest_target == NULL || distance <= smallest_distance )
1546                 {
1547                         closest_target = gen;
1548                         smallest_distance = distance;
1549                 }
1550         }
1551
1552         return closest_target;
1553 }
1554 /**
1555  * find the number of control points and generators in the same team as this
1556  */
1557 int ons_Count_SelfControlPoints(entity this)
1558 {
1559         int n = 0;
1560         for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1561         {
1562                 if(SAME_TEAM(cp, this))
1563                 if(cp.iscaptured)
1564                         n++;
1565         }
1566         for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1567         {
1568                 if(SAME_TEAM(gen, this))
1569                         n++;
1570         }
1571         return n;
1572 }
1573
1574 /**
1575  * Teleport player to a random position near tele_target
1576  * if tele_effects is true, teleport sound+particles are created
1577  * return false on failure
1578  */
1579 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1580 {
1581         if ( !tele_target )
1582                 return false;
1583
1584         int i;
1585         vector loc;
1586         float theta;
1587         // narrow the range for each iteration to increase chances that a spawnpoint
1588         // can be found even if there's little room around the control point
1589         float iteration_scale = 1;
1590         for(i = 0; i < 16; ++i)
1591         {
1592                 iteration_scale -= i / 16;
1593                 theta = random() * 2 * M_PI;
1594                 loc_y = sin(theta);
1595                 loc_x = cos(theta);
1596                 loc_z = 0;
1597                 loc *= random() * range * iteration_scale;
1598
1599                 loc += tele_target.origin + '0 0 128' * iteration_scale;
1600
1601                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1602                 if(trace_fraction == 1.0 && !trace_startsolid)
1603                 {
1604                         traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1605                         if(trace_fraction == 1.0 && !trace_startsolid)
1606                         {
1607                                 if ( tele_effects )
1608                                 {
1609                                         Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1610                                         sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1611                                 }
1612                                 setorigin(player, loc);
1613                                 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1614                                 makevectors(player.angles);
1615                                 player.fixangle = true;
1616                                 if (IS_BOT_CLIENT(player))
1617                                 {
1618                                         player.v_angle = player.angles;
1619                                         bot_aim_reset(player);
1620                                 }
1621                                 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1622
1623                                 if ( tele_effects )
1624                                         Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1625                                 return true;
1626                         }
1627                 }
1628         }
1629
1630         return false;
1631 }
1632
1633 // ==============
1634 // Hook Functions
1635 // ==============
1636
1637 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1638 {
1639         FOREACH_CLIENT(IS_PLAYER(it), {
1640                 STAT(ROUNDLOST, it) = false;
1641                 it.ons_deathloc = '0 0 0';
1642                 PutClientInServer(it);
1643                 it.clientcamera = it;
1644         });
1645         return false;
1646 }
1647
1648 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1649 {
1650         entity player = M_ARGV(0, entity);
1651
1652         player.ons_deathloc = '0 0 0';
1653 }
1654
1655 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1656 {
1657         entity player = M_ARGV(0, entity);
1658
1659         player.ons_deathloc = '0 0 0';
1660 }
1661
1662 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1663 {
1664         entity player = M_ARGV(0, entity);
1665
1666         if(!round_handler_IsRoundStarted())
1667         {
1668                 player.player_blocked = true;
1669                 return false;
1670         }
1671
1672         entity l;
1673         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1674         {
1675                 l.sprite.SendFlags |= 16;
1676         }
1677         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1678         {
1679                 l.sprite.SendFlags |= 16;
1680         }
1681
1682         if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1683
1684         if ( autocvar_g_onslaught_spawn_choose )
1685         if ( player.ons_spawn_by )
1686         if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1687         {
1688                 player.ons_spawn_by = NULL;
1689                 return false;
1690         }
1691
1692         if(autocvar_g_onslaught_spawn_at_controlpoints)
1693         if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1694         {
1695                 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1696                 entity tmp_entity, closest_target = NULL;
1697                 vector spawn_loc = player.ons_deathloc;
1698
1699                 // new joining player or round reset, don't bother checking
1700                 if(spawn_loc == '0 0 0') { return false; }
1701
1702                 if(random_target) { RandomSelection_Init(); }
1703
1704                 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1705                 {
1706                         if(SAME_TEAM(tmp_entity, player))
1707                         {
1708                                 if(random_target)
1709                                         RandomSelection_AddEnt(tmp_entity, 1, 1);
1710                                 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1711                                         closest_target = tmp_entity;
1712                         }
1713                 }
1714
1715                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1716
1717                 if(closest_target)
1718                 {
1719                         float i;
1720                         vector loc;
1721                         float iteration_scale = 1;
1722                         for(i = 0; i < 10; ++i)
1723                         {
1724                                 iteration_scale -= i / 10;
1725                                 loc = closest_target.origin + '0 0 96' * iteration_scale;
1726                                 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1727                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1728                                 if(trace_fraction == 1.0 && !trace_startsolid)
1729                                 {
1730                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1731                                         if(trace_fraction == 1.0 && !trace_startsolid)
1732                                         {
1733                                                 setorigin(player, loc);
1734                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1735                                                 return false;
1736                                         }
1737                                 }
1738                         }
1739                 }
1740         }
1741
1742         if(autocvar_g_onslaught_spawn_at_generator)
1743         if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1744         {
1745                 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1746                 entity tmp_entity, closest_target = NULL;
1747                 vector spawn_loc = player.ons_deathloc;
1748
1749                 // new joining player or round reset, don't bother checking
1750                 if(spawn_loc == '0 0 0') { return false; }
1751
1752                 if(random_target) { RandomSelection_Init(); }
1753
1754                 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1755                 {
1756                         if(random_target)
1757                                 RandomSelection_AddEnt(tmp_entity, 1, 1);
1758                         else
1759                         {
1760                                 if(SAME_TEAM(tmp_entity, player))
1761                                 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1762                                         closest_target = tmp_entity;
1763                         }
1764                 }
1765
1766                 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1767
1768                 if(closest_target)
1769                 {
1770                         float i;
1771                         vector loc;
1772                         float iteration_scale = 1;
1773                         for(i = 0; i < 10; ++i)
1774                         {
1775                                 iteration_scale -= i / 10;
1776                                 loc = closest_target.origin + '0 0 128' * iteration_scale;
1777                                 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1778                                 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1779                                 if(trace_fraction == 1.0 && !trace_startsolid)
1780                                 {
1781                                         traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1782                                         if(trace_fraction == 1.0 && !trace_startsolid)
1783                                         {
1784                                                 setorigin(player, loc);
1785                                                 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1786                                                 return false;
1787                                         }
1788                                 }
1789                         }
1790                 }
1791         }
1792
1793         return false;
1794 }
1795
1796 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1797 {
1798         entity frag_target = M_ARGV(2, entity);
1799
1800         frag_target.ons_deathloc = frag_target.origin;
1801         entity l;
1802         for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1803         {
1804                 l.sprite.SendFlags |= 16;
1805         }
1806         for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1807         {
1808                 l.sprite.SendFlags |= 16;
1809         }
1810
1811         if ( autocvar_g_onslaught_spawn_choose )
1812         if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1813                 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1814
1815         return false;
1816 }
1817
1818 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1819 {
1820         entity mon = M_ARGV(0, entity);
1821
1822         entity e = find(NULL, targetname, mon.target);
1823         if (e != NULL)
1824                 mon.team = e.team;
1825 }
1826
1827 void ons_MonsterSpawn_Delayed(entity this)
1828 {
1829         entity own = this.owner;
1830
1831         if(!own) { delete(this); return; }
1832
1833         if(own.targetname)
1834         {
1835                 entity e = find(NULL, target, own.targetname);
1836                 if(e != NULL)
1837                 {
1838                         own.team = e.team;
1839
1840                         own.use(own, e, NULL);
1841                 }
1842         }
1843
1844         delete(this);
1845 }
1846
1847 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1848 {
1849         entity mon = M_ARGV(0, entity);
1850
1851         entity e = spawn();
1852         e.owner = mon;
1853         InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1854 }
1855
1856 void ons_TurretSpawn_Delayed(entity this)
1857 {
1858         entity own = this.owner;
1859
1860         if(!own) { delete(this); return; }
1861
1862         if(own.targetname)
1863         {
1864                 entity e = find(NULL, target, own.targetname);
1865                 if(e != NULL)
1866                 {
1867                         own.team = e.team;
1868                         own.active = ACTIVE_NOT;
1869
1870                         own.use(own, e, NULL);
1871                 }
1872         }
1873
1874         delete(this);
1875 }
1876
1877 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1878 {
1879         entity turret = M_ARGV(0, entity);
1880
1881         entity e = spawn();
1882         e.owner = turret;
1883         InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1884
1885         return false;
1886 }
1887
1888 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1889 {
1890         entity bot = M_ARGV(0, entity);
1891
1892         havocbot_ons_reset_role(bot);
1893         return true;
1894 }
1895
1896 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1897 {
1898         // onslaught is special
1899         for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1900         {
1901                 if (Team_IsValidTeam(tmp_entity.team))
1902                 {
1903                         M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1904                 }
1905         }
1906
1907         return true;
1908 }
1909
1910 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1911 {
1912         entity spectatee = M_ARGV(0, entity);
1913         entity client = M_ARGV(1, entity);
1914
1915         STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1916 }
1917
1918 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1919 {
1920         if(MUTATOR_RETURNVALUE) // command was already handled?
1921                 return false;
1922
1923         entity player = M_ARGV(0, entity);
1924         string cmd_name = M_ARGV(1, string);
1925         int cmd_argc = M_ARGV(2, int);
1926
1927         if ( cmd_name == "ons_spawn" )
1928         {
1929                 vector pos = player.origin;
1930                 if(cmd_argc > 1)
1931                         pos_x = stof(argv(1));
1932                 if(cmd_argc > 2)
1933                         pos_y = stof(argv(2));
1934                 if(cmd_argc > 3)
1935                         pos_z = stof(argv(3));
1936
1937                 if ( IS_PLAYER(player) )
1938                 {
1939                         if ( !STAT(FROZEN, player) )
1940                         {
1941                                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1942
1943                                 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1944                                 {
1945                                         sprint(player, "\nYou need to be next to a control point\n");
1946                                         return true;
1947                                 }
1948
1949
1950                                 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1951
1952                                 if ( closest_target == NULL )
1953                                 {
1954                                         sprint(player, "\nNo control point found\n");
1955                                         return true;
1956                                 }
1957
1958                                 if ( GetResource(player, RES_HEALTH) <= 0 )
1959                                 {
1960                                         player.ons_spawn_by = closest_target;
1961                                         player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1962                                 }
1963                                 else
1964                                 {
1965                                         if ( source_point == closest_target )
1966                                         {
1967                                                 sprint(player, "\nTeleporting to the same point\n");
1968                                                 return true;
1969                                         }
1970
1971                                         if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1972                                                 sprint(player, "\nUnable to teleport there\n");
1973                                 }
1974
1975                                 return true;
1976                         }
1977
1978                         sprint(player, "\nNo teleportation for you\n");
1979                 }
1980
1981                 return true;
1982         }
1983         return false;
1984 }
1985
1986 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
1987 {
1988         if(MUTATOR_RETURNVALUE || game_stopped) return false;
1989
1990         entity player = M_ARGV(0, entity);
1991
1992         if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
1993         {
1994                 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1995                 if ( source_point )
1996                 {
1997                         stuffcmd(player, "qc_cmd_cl hud clickradar\n");
1998                         return true;
1999                 }
2000         }
2001 }
2002
2003 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2004 {
2005         entity frag_victim = M_ARGV(0, entity);
2006
2007         return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2008                 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2009 }
2010
2011 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2012 {
2013     entity wp = M_ARGV(0, entity);
2014     entity to = M_ARGV(1, entity);
2015     int sf = M_ARGV(2, int);
2016     int wp_flag = M_ARGV(3, int);
2017
2018         if(sf & 16)
2019         {
2020                 if(wp.owner.classname == "onslaught_controlpoint")
2021                 {
2022                         entity wp_owner = wp.owner;
2023                         entity e = WaypointSprite_getviewentity(to);
2024                         if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2025                         if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2026                 }
2027                 if(wp.owner.classname == "onslaught_generator")
2028                 {
2029                         entity wp_owner = wp.owner;
2030                         if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2031                         if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2032                 }
2033         }
2034
2035         M_ARGV(3, int) = wp_flag;
2036 }
2037
2038 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2039 {
2040         entity turret_target = M_ARGV(1, entity);
2041
2042         if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2043         {
2044                 M_ARGV(3, float) = -3;
2045                 return true;
2046         }
2047
2048         return false;
2049 }
2050
2051 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2052 {
2053     entity turret = M_ARGV(0, entity);
2054
2055         // ONS uses somewhat backwards linking.
2056         if(turret.target)
2057         {
2058                 entity e = find(NULL, targetname, turret.target);
2059                 if (e != NULL)
2060                         turret.team = e.team;
2061         }
2062
2063         if(turret.team != turret.tur_head.team)
2064                 turret_respawn(turret);
2065 }
2066
2067
2068 // ==========
2069 // Spawnfuncs
2070 // ==========
2071
2072 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2073   Link between control points.
2074
2075   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.
2076
2077 keys:
2078 "target" - first control point.
2079 "target2" - second control point.
2080  */
2081 spawnfunc(onslaught_link)
2082 {
2083         if(!g_onslaught) { delete(this); return; }
2084
2085         if (this.target == "" || this.target2 == "")
2086                 objerror(this, "target and target2 must be set\n");
2087
2088         this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2089         ons_worldlinklist = this;
2090
2091         InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2092         Net_LinkEntity(this, false, 0, ons_Link_Send);
2093 }
2094
2095 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2096   Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2097
2098   This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2099
2100 keys:
2101 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2102 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2103 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2104  */
2105
2106 spawnfunc(onslaught_controlpoint)
2107 {
2108         if(!g_onslaught) { delete(this); return; }
2109
2110         ons_ControlPoint_Setup(this);
2111 }
2112
2113 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2114   Base generator.
2115
2116   spawnfunc_onslaught_link entities can target this.
2117
2118 keys:
2119 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2120 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2121  */
2122 spawnfunc(onslaught_generator)
2123 {
2124         if(!g_onslaught) { delete(this); return; }
2125         if(!this.team) { objerror(this, "team must be set"); }
2126
2127         ons_GeneratorSetup(this);
2128 }
2129
2130 // scoreboard setup
2131 void ons_ScoreRules()
2132 {
2133         entity balance = TeamBalance_CheckAllowedTeams(NULL);
2134         int teams = TeamBalance_GetAllowedTeams(balance);
2135         TeamBalance_Destroy(balance);
2136         GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2137             field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2138             field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2139             field(SP_ONS_TAKES, "takes", 0);
2140         });
2141 }
2142
2143 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2144 {
2145         ons_ScoreRules();
2146
2147         round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2148         round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2149 }
2150
2151 void ons_Initialize()
2152 {
2153         g_onslaught = true;
2154         g_onsshields = IL_NEW();
2155         ons_captureshield_force = autocvar_g_onslaught_shield_force;
2156
2157         cam = new(objective_camera);
2158
2159         InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);
2160 }