1 void spawnfunc_func_breakable();
2 void target_objective_decrease_activate();
3 .entity assault_decreaser;
4 .entity assault_sprite;
6 void spawnfunc_info_player_attacker() {
12 self.team = COLOR_TEAM1; // red, gets swapped every round
13 spawnfunc_info_player_deathmatch();
16 void spawnfunc_info_player_defender() {
22 self.team = COLOR_TEAM2; // blue, gets swapped every round
23 spawnfunc_info_player_deathmatch();
26 // reset this objective. Used when spawning an objective
27 // and when a new round starts
28 void assault_objective_reset() {
29 self.health = ASSAULT_VALUE_INACTIVE;
32 void assault_objective_use() {
33 if(other.classname == "info_player_deathmatch") // a spawn, a spawn
38 //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
39 //print("Activator is ", activator.classname, "\n");
44 for(self = world; (self = find(self, target, oldself.targetname)); )
46 if(self.classname == "target_objective_decrease")
47 target_objective_decrease_activate();
53 void spawnfunc_target_objective() {
59 self.classname = "target_objective";
60 self.use = assault_objective_use;
61 assault_objective_reset();
62 self.reset = assault_objective_reset;
66 // decrease the health of targeted objectives
67 void assault_objective_decrease_use() {
68 if(activator.team != assault_attacker_team) {
69 // wrong team triggered decrease
73 if(other.assault_sprite)
74 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
76 return; // already activated! cannot activate again!
78 if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
80 if(self.enemy.health - self.dmg > 0.5)
82 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
83 self.enemy.health = self.enemy.health - self.dmg;
87 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
88 PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
89 self.enemy.health = -1;
91 entity oldself, oldactivator;
99 FOR_EACH_PLAYER(player)
101 s = strcat(self.message, "\n");
102 centerprint(player, s);
106 oldactivator = activator;
109 activator = oldactivator;
115 void assault_setenemytoobjective()
117 local entity objective;
118 for(objective = world; (objective = find(objective, targetname, self.target)); ) {
119 if(objective.classname == "target_objective") {
120 if(self.enemy == world)
121 self.enemy = objective;
123 objerror("more than one objective as target - fix the map!");
128 if(self.enemy == world)
129 objerror("no objective as target - fix the map!");
132 float assault_decreaser_sprite_visible(entity e)
136 decreaser = self.assault_decreaser;
138 if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
144 void target_objective_decrease_activate()
148 for(ent = world; (ent = find(ent, target, self.targetname)); )
150 if(ent.assault_sprite != world)
151 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
153 spr = WaypointSprite_SpawnFixed("<placeholder>", 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite);
154 spr.assault_decreaser = self;
155 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
156 spr.classname = "sprite_waypoint";
157 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
158 if(ent.classname == "func_assault_destructible")
159 WaypointSprite_UpdateSprites(spr, "as-defend", "as-destroy", "as-destroy");
161 WaypointSprite_UpdateSprites(spr, "as-defend", "as-push", "as-push");
162 WaypointSprite_UpdateTeamRadar(spr, RADARICON_OBJECTIVE, '1 0.5 0');
166 void target_objective_decrease_findtarget()
168 assault_setenemytoobjective();
171 //=============================================================================
173 void spawnfunc_target_objective_decrease() {
180 self.classname = "target_objective_decrease";
185 self.use = assault_objective_decrease_use;
186 self.health = ASSAULT_VALUE_INACTIVE;
187 self.max_health = ASSAULT_VALUE_INACTIVE;
190 InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
193 // destructible walls that can be used to trigger target_objective_decrease
194 void spawnfunc_func_assault_destructible() {
201 if(assault_attacker_team == COLOR_TEAM1) {
202 self.team = COLOR_TEAM2;
204 self.team = COLOR_TEAM1;
206 spawnfunc_func_breakable();
209 void assault_wall_think() {
210 if(self.enemy.health < 0) {
212 self.solid = SOLID_NOT;
214 self.model = self.mdl;
215 self.solid = SOLID_BSP;
218 self.nextthink = time + 0.2;
221 void spawnfunc_func_assault_wall() {
227 self.classname = "func_assault_wall";
228 self.mdl = self.model;
229 setmodel(self, self.mdl);
230 self.solid = SOLID_BSP;
231 self.think = assault_wall_think;
232 self.nextthink = time;
233 InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
237 void target_assault_roundend_reset() {
238 //print("round end reset\n");
239 self.cnt = self.cnt + 1; // up round counter
240 self.winning = 0; // up round
243 void target_assault_roundend_use() {
244 self.winning = 1; // round has been won by attackers
247 void spawnfunc_target_assault_roundend() {
253 self.winning = 0; // round not yet won by attackers
254 self.classname = "target_assault_roundend";
255 self.use = target_assault_roundend_use;
256 self.cnt = 0; // first round
257 self.reset = target_assault_roundend_reset;
260 void assault_roundstart_use() {
266 #ifdef TTURRETS_ENABLED
269 //(Re)spawn all turrets
271 ent = find(world, classname, "turret_main");
274 if(ent.team == COLOR_TEAM1)
275 ent.team = COLOR_TEAM2;
277 ent.team = COLOR_TEAM1;
281 // Dubbles as teamchange
282 turret_stdproc_respawn();
284 ent = find(ent, classname, "turret_main");
292 void spawnfunc_target_assault_roundstart() {
298 assault_attacker_team = COLOR_TEAM1;
299 self.classname = "target_assault_roundstart";
300 self.use = assault_roundstart_use;
301 self.reset2 = assault_roundstart_use;
302 InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
306 // reset objectives, toggle spawnpoints, reset triggers, ...
307 void assault_new_round() {
308 //bprint("ASSAULT: new round\n");
311 self.winning = self.winning + 1;
313 // swap attacker/defender roles
314 if(assault_attacker_team == COLOR_TEAM1) {
315 assault_attacker_team = COLOR_TEAM2;
317 assault_attacker_team = COLOR_TEAM1;
322 for(ent = world; (ent = nextent(ent)); )
324 if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
326 if(ent.team_saved == COLOR_TEAM1)
327 ent.team_saved = COLOR_TEAM2;
328 else if(ent.team_saved == COLOR_TEAM2)
329 ent.team_saved = COLOR_TEAM1;
333 // reset the level with a countdown
334 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
335 ReadyRestartForce(); // sets game_starttime