5 float autocvar_g_onslaught_spawn_at_controlpoints;
6 float autocvar_g_onslaught_spawn_at_generator;
7 float autocvar_g_onslaught_cp_proxydecap;
8 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
9 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
11 void onslaught_generator_updatesprite(entity e);
12 void onslaught_controlpoint_updatesprite(entity e);
13 void onslaught_link_checkupdate();
19 .float isgenneighbor_red;
20 .float isgenneighbor_blue;
21 .float iscpneighbor_red;
22 .float iscpneighbor_blue;
29 entity ons_red_generator;
30 entity ons_blue_generator;
32 void ons_gib_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce)
34 self.velocity = self.velocity + vforce;
38 void ons_throwgib_think()
42 self.nextthink = time + 0.05;
44 d = self.giblifetime - time;
48 self.think = SUB_Remove;
56 Send_Effect("onslaught_generator_gib_flame", self.origin, '0 0 0', 1);
59 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
65 setmodel(gib, smodel);
66 setorigin(gib, v_from);
67 gib.solid = SOLID_BBOX;
68 gib.movetype = MOVETYPE_BOUNCE;
69 gib.takedamage = DAMAGE_YES;
70 gib.event_damage = ons_gib_damage;
72 gib.effects = EF_LOWPRECISION;
73 gib.flags = FL_NOTARGET;
75 gib.giblifetime = time + f_lifetime;
79 gib.think = ons_throwgib_think;
80 gib.nextthink = time + 0.05;
83 SUB_SetFade(gib, gib.giblifetime, 2);
86 void onslaught_updatelinks()
89 float stop, t1, t2, t3, t4;
90 // first check if the game has ended
91 dprint("--- updatelinks ---\n");
92 links = findchain(classname, "onslaught_link");
93 // mark generators as being shielded and networked
94 l = findchain(classname, "onslaught_generator");
98 dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
100 dprint(etos(l), " (generator) is destroyed\n");
101 l.islinked = l.iscaptured;
102 l.isshielded = l.iscaptured;
105 // mark points as shielded and not networked
106 l = findchain(classname, "onslaught_controlpoint");
111 l.isgenneighbor_red = false;
112 l.isgenneighbor_blue = false;
113 l.iscpneighbor_red = false;
114 l.iscpneighbor_blue = false;
115 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
118 // flow power outward from the generators through the network
122 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
132 // if both points are captured by the same team, and only one of
133 // them is powered, mark the other one as powered as well
134 if (l.enemy.iscaptured && l.goalentity.iscaptured)
135 if (l.enemy.islinked != l.goalentity.islinked)
136 if (l.enemy.team == l.goalentity.team)
138 if (!l.goalentity.islinked)
141 l.goalentity.islinked = true;
142 dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
144 else if (!l.enemy.islinked)
147 l.enemy.islinked = true;
148 dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
154 // now that we know which points are powered we can mark their neighbors
155 // as unshielded if team differs
159 if (l.goalentity.islinked)
161 if (l.goalentity.team != l.enemy.team)
163 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
164 l.enemy.isshielded = false;
166 if(l.goalentity.classname == "onslaught_generator")
168 if(l.goalentity.team == NUM_TEAM_1)
169 l.enemy.isgenneighbor_red = true;
170 else if(l.goalentity.team == NUM_TEAM_2)
171 l.enemy.isgenneighbor_blue = true;
175 if(l.goalentity.team == NUM_TEAM_1)
176 l.enemy.iscpneighbor_red = true;
177 else if(l.goalentity.team == NUM_TEAM_2)
178 l.enemy.iscpneighbor_blue = true;
181 if (l.enemy.islinked)
183 if (l.goalentity.team != l.enemy.team)
185 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
186 l.goalentity.isshielded = false;
188 if(l.enemy.classname == "onslaught_generator")
190 if(l.enemy.team == NUM_TEAM_1)
191 l.goalentity.isgenneighbor_red = true;
192 else if(l.enemy.team == NUM_TEAM_2)
193 l.goalentity.isgenneighbor_blue = true;
197 if(l.enemy.team == NUM_TEAM_1)
198 l.goalentity.iscpneighbor_red = true;
199 else if(l.enemy.team == NUM_TEAM_2)
200 l.goalentity.iscpneighbor_blue = true;
205 // now update the takedamage and alpha variables on generator shields
206 l = findchain(classname, "onslaught_generator");
211 dprint(etos(l), " (generator) is shielded\n");
213 l.takedamage = DAMAGE_NO;
214 l.bot_attack = false;
218 dprint(etos(l), " (generator) is not shielded\n");
220 l.takedamage = DAMAGE_AIM;
225 // now update the takedamage and alpha variables on control point icons
226 l = findchain(classname, "onslaught_controlpoint");
231 dprint(etos(l), " (point) is shielded\n");
235 l.goalentity.takedamage = DAMAGE_NO;
236 l.goalentity.bot_attack = false;
241 dprint(etos(l), " (point) is not shielded\n");
245 l.goalentity.takedamage = DAMAGE_AIM;
246 l.goalentity.bot_attack = true;
249 onslaught_controlpoint_updatesprite(l);
252 // count generators owned by each team
253 t1 = t2 = t3 = t4 = 0;
254 l = findchain(classname, "onslaught_generator");
259 if (l.team == NUM_TEAM_1) t1 = 1;
260 if (l.team == NUM_TEAM_2) t2 = 1;
261 if (l.team == NUM_TEAM_3) t3 = 1;
262 if (l.team == NUM_TEAM_4) t4 = 1;
264 onslaught_generator_updatesprite(l);
267 // see if multiple teams remain (if not, it's game over)
268 if (t1 + t2 + t3 + t4 < 2)
269 dprint("--- game over ---\n");
271 dprint("--- done updating links ---\n");
274 float onslaught_controlpoint_can_be_linked(entity cp, float t)
278 if(cp.isgenneighbor_red)
280 if(cp.iscpneighbor_red)
283 else if(t == NUM_TEAM_2)
285 if(cp.isgenneighbor_blue)
287 if(cp.iscpneighbor_blue)
293 // check to see if this player has a legitimate claim to capture this
294 // control point - more specifically that there is a captured path of
295 // points leading back to the team generator
296 e = findchain(classname, "onslaught_link");
299 if (e.goalentity == cp)
301 dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
302 if (e.enemy.islinked)
304 dprint(" which is linked");
305 if (e.enemy.team == t)
307 dprint(" and has the correct team!\n");
311 dprint(" but has the wrong team\n");
316 else if (e.enemy == cp)
318 dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
319 if (e.goalentity.islinked)
321 dprint(" which is linked");
322 if (e.goalentity.team == t)
324 dprint(" and has a team!\n");
328 dprint(" but has the wrong team\n");
339 float onslaught_controlpoint_attackable(entity cp, float t)
340 // -2: SAME TEAM, attackable by enemy!
345 // 3: attack it (HIGH PRIO)
346 // 4: touch it (HIGH PRIO)
354 else if(cp.goalentity)
356 // if there's already an icon built, nothing happens
359 a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
360 if(a) // attackable by enemy?
361 return -2; // EMERGENCY!
364 // we know it can be linked, so no need to check
366 a = onslaught_controlpoint_can_be_linked(cp, t);
367 if(a == 2) // near our generator?
368 return 3; // EMERGENCY!
374 if(onslaught_controlpoint_can_be_linked(cp, t))
376 a = onslaught_controlpoint_can_be_linked(cp, NUM_TEAM_1 + NUM_TEAM_2 - t);
378 return 4; // GET THIS ONE NOW!
380 return 2; // TOUCH ME
386 float overtime_msg_time;
387 void onslaught_generator_think()
391 self.nextthink = ceil(time + 1);
394 if (autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60)
396 if (!overtime_msg_time)
398 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
399 overtime_msg_time = time;
401 // self.max_health / 300 gives 5 minutes of overtime.
402 // control points reduce the overtime duration.
403 sound(self, CH_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTEN_NORM);
405 e = findchain(classname, "onslaught_controlpoint");
408 if (e.team != self.team)
414 if(autocvar_g_campaign && autocvar__campaign_testrun)
415 d = d * self.max_health;
417 d = d * self.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
419 Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
421 else if (overtime_msg_time)
422 overtime_msg_time = 0;
424 if(!self.isshielded && self.wait < time)
426 self.wait = time + 5;
427 FOR_EACH_REALPLAYER(e)
429 if(SAME_TEAM(e, self))
431 Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED);
432 soundto(MSG_ONE, e, CHAN_AUTO, "kh/alarm.wav", VOL_BASE, ATTEN_NONE); // FIXME: Uniqe sound?
439 void onslaught_generator_ring_spawn(vector org)
441 modeleffect_spawn("models/onslaught/shockwavetransring.md3", 0, 0, org, '0 0 0', '0 0 0', '0 0 0', 0, -16, 0.1, 1.25, 0.25);
444 void onslaught_generator_ray_think()
446 self.nextthink = time + 0.05;
449 self.think = SUB_Remove;
462 void onslaught_generator_ray_spawn(vector org)
466 setmodel(e, "models/onslaught/ons_ray.md3");
468 e.angles = randomvec() * 360;
470 e.scale = random() * 5 + 8;
471 e.think = onslaught_generator_ray_think;
472 e.nextthink = time + 0.05;
475 void onslaught_generator_shockwave_spawn(vector org)
477 shockwave_spawn("models/onslaught/shockwave.md3", org, -64, 0.75, 0.5);
480 void onslaught_generator_damage_think()
482 if(self.owner.health < 0)
484 self.think = SUB_Remove;
487 self.nextthink = time+0.1;
489 // damaged fx (less probable the more damaged is the generator)
490 if(random() < 0.9 - self.owner.health / self.owner.max_health)
493 Send_Effect("electro_ballexplode", self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
494 sound(self, CH_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTEN_NORM);
497 Send_Effect("torch_small", self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
500 void onslaught_generator_damage_spawn(entity gd_owner)
505 e.health = self.owner.health;
506 setorigin(e, gd_owner.origin);
507 e.think = onslaught_generator_damage_think;
508 e.nextthink = time+1;
511 void onslaught_generator_deaththink()
520 if(self.count==40||self.count==20)
522 onslaught_generator_ring_spawn(self.origin);
523 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTEN_NORM);
531 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, true);
533 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, true);
535 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, true);
541 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
542 Send_Effect("onslaught_generator_gib_explode", org, '0 0 0', 1);
545 // Short explosion sound + small explosion
548 te_explosion(self.origin);
549 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
553 org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
554 Send_Effect("onslaught_generator_smallexplosion", org, '0 0 0', 1);
559 onslaught_generator_ray_spawn(self.origin);
567 onslaught_generator_shockwave_spawn(org);
568 Send_Effect("onslaught_generator_finalexplosion", org, '0 0 0', 1);
569 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
572 self.nextthink = time + 0.05;
574 self.count = self.count - 1;
577 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
584 if (attacker != self)
588 // this is protected by a shield, so ignore the damage
589 if (time > self.pain_finished)
590 if (IS_PLAYER(attacker))
592 play2(attacker, "onslaught/damageblockedbyshield.wav");
593 self.pain_finished = time + 1;
597 if (time > self.pain_finished)
599 self.pain_finished = time + 10;
600 bprint(Team_ColoredFullName(self.team), " generator under attack!\n");
601 play2team(self.team, "onslaught/generator_underattack.wav");
604 self.health = self.health - damage;
605 WaypointSprite_UpdateHealth(self.sprite, self.health);
606 // choose an animation frame based on health
607 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
608 // see if the generator is still functional, or dying
611 #ifdef ONSLAUGHT_SPAM
613 lh = ceil(self.lasthealth / 100) * 100;
614 h = ceil(self.health / 100) * 100;
616 bprint(Team_ColoredFullName(self.team), " generator has less than ", ftos(h), " health remaining\n");
618 self.lasthealth = self.health;
620 else if (!warmup_stage)
622 if (attacker == self)
623 bprint(Team_ColoredFullName(self.team), " generator spontaneously exploded due to overtime!\n");
627 t = Team_ColoredFullName(attacker.team);
628 bprint(Team_ColoredFullName(self.team), " generator destroyed by ", t, "!\n");
630 self.iscaptured = false;
631 self.islinked = false;
632 self.isshielded = false;
633 self.takedamage = DAMAGE_NO; // can't be hurt anymore
634 self.event_damage = func_null; // won't do anything if hurt
635 self.count = 0; // reset counter
636 self.think = onslaught_generator_deaththink; // explosion sequence
637 self.nextthink = time; // start exploding immediately
638 self.think(); // do the first explosion now
640 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
642 onslaught_updatelinks();
646 setmodel(self, "models/onslaught/generator_dead.md3");
647 else if(self.health < self.max_health * 0.10)
648 setmodel(self, "models/onslaught/generator_dmg9.md3");
649 else if(self.health < self.max_health * 0.20)
650 setmodel(self, "models/onslaught/generator_dmg8.md3");
651 else if(self.health < self.max_health * 0.30)
652 setmodel(self, "models/onslaught/generator_dmg7.md3");
653 else if(self.health < self.max_health * 0.40)
654 setmodel(self, "models/onslaught/generator_dmg6.md3");
655 else if(self.health < self.max_health * 0.50)
656 setmodel(self, "models/onslaught/generator_dmg5.md3");
657 else if(self.health < self.max_health * 0.60)
658 setmodel(self, "models/onslaught/generator_dmg4.md3");
659 else if(self.health < self.max_health * 0.70)
660 setmodel(self, "models/onslaught/generator_dmg3.md3");
661 else if(self.health < self.max_health * 0.80)
662 setmodel(self, "models/onslaught/generator_dmg2.md3");
663 else if(self.health < self.max_health * 0.90)
664 setmodel(self, "models/onslaught/generator_dmg1.md3");
665 setsize(self, '-52 -52 -14', '52 52 75');
667 // Throw some flaming gibs on damage, more damage = more chance for gib
668 if(random() < damage/220)
670 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
673 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, true);
675 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, true);
677 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, true);
681 // particles on every hit
682 Send_Effect("sparks", hitloc, force * -1, 1);
686 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTEN_NORM);
688 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM);
691 //throw some gibs on damage
692 if(random() < damage/200+0.2)
694 ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, false);
697 // update links after a delay
698 void onslaught_generator_delayed()
700 onslaught_updatelinks();
701 // now begin normal thinking
702 self.think = onslaught_generator_think;
703 self.nextthink = time;
706 string onslaught_generator_waypointsprite_for_team(entity e, float t)
710 if(e.team == NUM_TEAM_1)
711 return "ons-gen-red";
712 else if(e.team == NUM_TEAM_2)
713 return "ons-gen-blue";
716 return "ons-gen-shielded";
717 if(e.team == NUM_TEAM_1)
718 return "ons-gen-red";
719 else if(e.team == NUM_TEAM_2)
720 return "ons-gen-blue";
724 void onslaught_generator_updatesprite(entity e)
727 s1 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_1);
728 s2 = onslaught_generator_waypointsprite_for_team(e, NUM_TEAM_2);
729 s3 = onslaught_generator_waypointsprite_for_team(e, -1);
730 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
732 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
734 e.lastteam = e.team + 2;
735 e.lastshielded = e.isshielded;
738 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
739 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
741 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
745 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
746 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
748 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
750 WaypointSprite_Ping(e.sprite);
754 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
759 a = onslaught_controlpoint_attackable(e, t);
760 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
762 if(e.team == NUM_TEAM_1)
763 return "ons-cp-atck-red";
764 else if(e.team == NUM_TEAM_2)
765 return "ons-cp-atck-blue";
767 return "ons-cp-atck-neut";
769 else if(a == -2) // DEFEND THIS ONE NOW
771 if(e.team == NUM_TEAM_1)
772 return "ons-cp-dfnd-red";
773 else if(e.team == NUM_TEAM_2)
774 return "ons-cp-dfnd-blue";
776 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
778 if(e.team == NUM_TEAM_1)
780 else if(e.team == NUM_TEAM_2)
781 return "ons-cp-blue";
783 else if(a == 2) // touch it
784 return "ons-cp-neut";
788 if(e.team == NUM_TEAM_1)
790 else if(e.team == NUM_TEAM_2)
791 return "ons-cp-blue";
793 return "ons-cp-neut";
798 void onslaught_controlpoint_updatesprite(entity e)
801 s1 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_1);
802 s2 = onslaught_controlpoint_waypointsprite_for_team(e, NUM_TEAM_2);
803 s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
804 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
807 sh = !(onslaught_controlpoint_can_be_linked(e, NUM_TEAM_1) || onslaught_controlpoint_can_be_linked(e, NUM_TEAM_2));
809 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
811 if(e.iscaptured) // don't mess up build bars!
815 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
819 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
820 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
825 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
826 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
828 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
832 if(e.team == NUM_TEAM_1 || e.team == NUM_TEAM_2)
833 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
835 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
837 WaypointSprite_Ping(e.sprite);
839 e.lastteam = e.team + 2;
841 e.lastcaptured = e.iscaptured;
845 void onslaught_generator_reset()
847 self.team = self.team_saved;
848 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
849 self.takedamage = DAMAGE_AIM;
850 self.bot_attack = true;
851 self.iscaptured = true;
852 self.islinked = true;
853 self.isshielded = true;
854 self.enemy.solid = SOLID_NOT;
855 self.think = onslaught_generator_delayed;
856 self.nextthink = time + 0.2;
857 setmodel(self, "models/onslaught/generator.md3");
858 setsize(self, '-52 -52 -14', '52 52 75');
862 setorigin(self, self.origin + '0 0 20');
866 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
867 WaypointSprite_UpdateHealth(self.sprite, self.health);
870 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
873 spawnfunc_onslaught_link entities can target this.
876 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
877 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
879 void spawnfunc_onslaught_generator()
888 precache_model("models/onslaught/generator.md3");
889 precache_model("models/onslaught/generator_shield.md3");
890 precache_model("models/onslaught/generator_dmg1.md3");
891 precache_model("models/onslaught/generator_dmg2.md3");
892 precache_model("models/onslaught/generator_dmg3.md3");
893 precache_model("models/onslaught/generator_dmg4.md3");
894 precache_model("models/onslaught/generator_dmg5.md3");
895 precache_model("models/onslaught/generator_dmg6.md3");
896 precache_model("models/onslaught/generator_dmg7.md3");
897 precache_model("models/onslaught/generator_dmg8.md3");
898 precache_model("models/onslaught/generator_dmg9.md3");
899 precache_model("models/onslaught/generator_dead.md3");
900 precache_model("models/onslaught/shockwave.md3");
901 precache_model("models/onslaught/shockwavetransring.md3");
902 precache_model("models/onslaught/gen_gib1.md3");
903 precache_model("models/onslaught/gen_gib2.md3");
904 precache_model("models/onslaught/gen_gib3.md3");
905 precache_model("models/onslaught/ons_ray.md3");
906 precache_sound("onslaught/generator_decay.wav");
907 precache_sound("weapons/grenade_impact.wav");
908 precache_sound("weapons/rocket_impact.wav");
909 precache_sound("onslaught/generator_underattack.wav");
910 precache_sound("onslaught/shockwave.wav");
911 precache_sound("onslaught/ons_hit1.wav");
912 precache_sound("onslaught/ons_hit2.wav");
913 precache_sound("onslaught/electricity_explode.wav");
915 objerror("team must be set");
917 if(self.team == NUM_TEAM_1)
918 ons_red_generator = self;
920 if(self.team == NUM_TEAM_2)
921 ons_blue_generator = self;
923 self.team_saved = self.team;
924 self.colormap = 1024 + (self.team - 1) * 17;
925 self.solid = SOLID_BBOX;
926 self.movetype = MOVETYPE_NONE;
927 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
928 setmodel(self, "models/onslaught/generator.md3");
929 setsize(self, '-52 -52 -14', '52 52 75');
930 setorigin(self, self.origin);
931 self.takedamage = DAMAGE_AIM;
932 self.bot_attack = true;
933 self.event_damage = onslaught_generator_damage;
934 self.iscaptured = true;
935 self.islinked = true;
936 self.isshielded = true;
937 // helper entity that create fx when generator is damaged
938 onslaught_generator_damage_spawn(self);
939 // spawn shield model which indicates whether this can be damaged
940 self.enemy = spawn();
941 setattachment(self.enemy , self, "");
942 self.enemy.classname = "onslaught_generator_shield";
943 self.enemy.solid = SOLID_NOT;
944 self.enemy.movetype = MOVETYPE_NONE;
945 self.enemy.effects = EF_ADDITIVE;
946 setmodel(self.enemy, "models/onslaught/generator_shield.md3");
947 //setorigin(e, self.origin);
948 self.enemy.colormap = self.colormap;
949 self.enemy.team = self.team;
950 //self.think = onslaught_generator_delayed;
951 //self.nextthink = time + 0.2;
952 InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
954 WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
955 WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
956 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
957 WaypointSprite_UpdateHealth(self.sprite, self.health);
959 waypoint_spawnforitem(self);
961 onslaught_updatelinks();
963 self.reset = onslaught_generator_reset;
968 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
970 float ons_notification_time_team1;
971 float ons_notification_time_team2;
973 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
980 if (self.owner.isshielded)
982 // this is protected by a shield, so ignore the damage
983 if (time > self.pain_finished)
984 if (IS_PLAYER(attacker))
986 play2(attacker, "onslaught/damageblockedbyshield.wav");
987 self.pain_finished = time + 1;
992 if (IS_PLAYER(attacker))
995 if(self.team == NUM_TEAM_1)
997 if(time - ons_notification_time_team1 > 10)
1000 ons_notification_time_team1 = time;
1003 else if(self.team == NUM_TEAM_2)
1005 if(time - ons_notification_time_team2 > 10)
1008 ons_notification_time_team2 = time;
1015 play2team(self.team, "onslaught/controlpoint_underattack.wav");
1018 self.health = self.health - damage;
1019 if(self.owner.iscaptured)
1020 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1022 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_frametime));
1023 self.pain_finished = time + 1;
1024 self.punchangle = (2 * randomvec() - '1 1 1') * 45;
1025 self.cp_bob_dmg_z = (2 * random() - 1) * 15;
1026 // colormod flash when shot
1027 self.colormod = '2 2 2';
1028 // particles on every hit
1029 Send_Effect("sparks", hitloc, force*-1, 1);
1030 //sound on every hit
1032 sound(self, CH_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTEN_NORM);
1034 sound(self, CH_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTEN_NORM);
1036 if (self.health < 0)
1038 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
1039 Send_Effect("rocket_explode", self.origin, '0 0 0', 1);
1042 t = Team_ColoredFullName(attacker.team);
1043 bprint(Team_ColoredFullName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1044 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, false);
1045 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, false);
1046 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, false);
1047 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1048 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1049 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1050 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, false);
1052 self.owner.goalentity = world;
1053 self.owner.islinked = false;
1054 self.owner.iscaptured = false;
1055 self.owner.team = 0;
1056 self.owner.colormap = 1024;
1058 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1060 onslaught_updatelinks();
1062 // Use targets now (somebody make sure this is in the right place..)
1070 self.owner.waslinked = self.owner.islinked;
1071 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1072 setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1073 //setsize(self, '-32 -32 0', '32 32 8');
1079 void onslaught_controlpoint_icon_think()
1082 self.nextthink = time + sys_frametime;
1084 if(autocvar_g_onslaught_cp_proxydecap)
1086 float _enemy_count = 0;
1087 float _friendly_count = 0;
1091 FOR_EACH_PLAYER(_player)
1093 if(!_player.deadflag)
1095 _dist = vlen(_player.origin - self.origin);
1096 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
1098 if(_player.team == self.team)
1106 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1107 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * sys_frametime);
1109 self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
1110 if(self.health <= 0)
1112 onslaught_controlpoint_icon_damage(self, self, 1, 0, self.origin, '0 0 0');
1117 if (time > self.pain_finished + 5)
1119 if(self.health < self.max_health)
1121 self.health = self.health + self.count;
1122 if (self.health >= self.max_health)
1123 self.health = self.max_health;
1124 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1127 if (self.health < self.max_health * 0.25)
1128 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1129 else if (self.health < self.max_health * 0.50)
1130 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1131 else if (self.health < self.max_health * 0.75)
1132 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1133 else if (self.health < self.max_health * 0.90)
1134 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1135 // colormod flash when shot
1136 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1138 if(self.owner.islinked != self.owner.waslinked)
1140 // unteam the spawnpoint if needed
1142 t = self.owner.team;
1143 if(!self.owner.islinked)
1144 self.owner.team = 0;
1152 self.owner.team = t;
1154 self.owner.waslinked = self.owner.islinked;
1157 if (self.punchangle.x > 0)
1159 self.punchangle_x = self.punchangle.x - 60 * sys_frametime;
1160 if (self.punchangle.x < 0)
1161 self.punchangle_x = 0;
1163 else if (self.punchangle.x < 0)
1165 self.punchangle_x = self.punchangle.x + 60 * sys_frametime;
1166 if (self.punchangle.x > 0)
1167 self.punchangle_x = 0;
1170 if (self.punchangle.y > 0)
1172 self.punchangle_y = self.punchangle.y - 60 * sys_frametime;
1173 if (self.punchangle.y < 0)
1174 self.punchangle_y = 0;
1176 else if (self.punchangle.y < 0)
1178 self.punchangle_y = self.punchangle.y + 60 * sys_frametime;
1179 if (self.punchangle.y > 0)
1180 self.punchangle_y = 0;
1183 if (self.punchangle.z > 0)
1185 self.punchangle_z = self.punchangle.z - 60 * sys_frametime;
1186 if (self.punchangle.z < 0)
1187 self.punchangle_z = 0;
1189 else if (self.punchangle.z < 0)
1191 self.punchangle_z = self.punchangle.z + 60 * sys_frametime;
1192 if (self.punchangle.z > 0)
1193 self.punchangle_z = 0;
1196 self.angles_x = self.punchangle.x;
1197 self.angles_y = self.punchangle.y + self.mangle.y;
1198 self.angles_z = self.punchangle.z;
1199 self.mangle_y = self.mangle.y + 45 * sys_frametime;
1201 self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd));
1202 self.cp_bob_spd = self.cp_bob_spd + 1.875 * sys_frametime;
1203 if(self.cp_bob_dmg.z > 0)
1204 self.cp_bob_dmg_z = self.cp_bob_dmg.z - 3 * sys_frametime;
1206 self.cp_bob_dmg_z = 0;
1207 setorigin(self,self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg);
1210 if(random() < 0.6 - self.health / self.max_health)
1212 Send_Effect("electricity_sparks", self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1215 sound(self, CH_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTEN_NORM);
1216 else if (random() > 0.5)
1217 sound(self, CH_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTEN_NORM);
1221 void onslaught_controlpoint_icon_buildthink()
1226 self.nextthink = time + sys_frametime;
1228 // only do this if there is power
1229 a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1233 self.health = self.health + self.count;
1235 if (self.health >= self.max_health)
1237 self.health = self.max_health;
1238 self.count = autocvar_g_onslaught_cp_regen * sys_frametime; // slow repair rate from now on
1239 self.think = onslaught_controlpoint_icon_think;
1240 sound(self, CH_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTEN_NORM);
1241 bprint(Team_ColoredFullName(self.team), " captured ", self.owner.message, " control point\n");
1242 self.owner.iscaptured = true;
1244 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1245 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1247 onslaught_updatelinks();
1249 // Use targets now (somebody make sure this is in the right place..)
1255 self.cp_origin = self.origin;
1256 self.cp_bob_origin = '0 0 0.1';
1257 self.cp_bob_spd = 0;
1259 self.alpha = self.health / self.max_health;
1260 // colormod flash when shot
1261 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1262 if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1263 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1264 //setsize(self, '-32 -32 0', '32 32 8');
1266 if(random() < 0.9 - self.health / self.max_health)
1267 Send_Effect("rage", self.origin + 10 * randomvec(), '0 0 -1', 1);
1270 void onslaught_controlpoint_touch()
1274 if (!IS_PLAYER(other))
1276 a = onslaught_controlpoint_attackable(self, other.team);
1277 if(a != 2 && a != 4)
1279 // we've verified that this player has a legitimate claim to this point,
1280 // so start building the captured point icon (which only captures this
1281 // point if it successfully builds without being destroyed first)
1282 self.goalentity = e = spawn();
1283 e.classname = "onslaught_controlpoint_icon";
1285 e.max_health = autocvar_g_onslaught_cp_health;
1286 e.health = autocvar_g_onslaught_cp_buildhealth;
1287 e.solid = SOLID_BBOX;
1288 e.movetype = MOVETYPE_NONE;
1289 setmodel(e, "models/onslaught/controlpoint_icon.md3");
1290 setsize(e, '-32 -32 -32', '32 32 32');
1291 setorigin(e, self.origin + '0 0 96');
1292 e.takedamage = DAMAGE_AIM;
1293 e.bot_attack = true;
1294 e.event_damage = onslaught_controlpoint_icon_damage;
1295 e.team = other.team;
1296 e.colormap = 1024 + (e.team - 1) * 17;
1297 e.think = onslaught_controlpoint_icon_buildthink;
1298 e.nextthink = time + sys_frametime;
1299 e.count = (e.max_health - e.health) * sys_frametime / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
1300 sound(e, CH_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTEN_NORM);
1302 self.colormap = e.colormap;
1303 WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_frametime));
1304 onslaught_updatelinks();
1307 void onslaught_controlpoint_think()
1309 self.nextthink = time;
1310 CSQCMODEL_AUTOUPDATE();
1313 void onslaught_controlpoint_reset()
1315 if(self.goalentity && self.goalentity != world)
1316 remove(self.goalentity);
1317 self.goalentity = world;
1319 self.colormap = 1024;
1320 self.iscaptured = false;
1321 self.islinked = false;
1322 self.isshielded = true;
1323 self.enemy.solid = SOLID_NOT;
1324 self.enemy.colormap = self.colormap;
1325 self.think = onslaught_controlpoint_think;
1326 self.enemy.think = func_null;
1327 self.nextthink = time; // don't like func_null :P
1328 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1329 //setsize(self, '-32 -32 0', '32 32 8');
1331 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1333 onslaught_updatelinks();
1336 SUB_UseTargets(); // to reset the structures, playerspawns etc.
1338 CSQCMODEL_AUTOUPDATE();
1341 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1342 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1344 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1347 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1348 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1349 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1352 void spawnfunc_onslaught_controlpoint()
1360 precache_model("models/onslaught/controlpoint_pad.md3");
1361 precache_model("models/onslaught/controlpoint_pad2.md3");
1362 precache_model("models/onslaught/controlpoint_shield.md3");
1363 precache_model("models/onslaught/controlpoint_icon.md3");
1364 precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1365 precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1366 precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1367 precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1368 precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1369 precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1370 precache_sound("onslaught/controlpoint_build.wav");
1371 precache_sound("onslaught/controlpoint_built.wav");
1372 precache_sound("weapons/grenade_impact.wav");
1373 precache_sound("onslaught/damageblockedbyshield.wav");
1374 precache_sound("onslaught/controlpoint_underattack.wav");
1375 precache_sound("onslaught/ons_spark1.wav");
1376 precache_sound("onslaught/ons_spark2.wav");
1378 self.solid = SOLID_BBOX;
1379 self.movetype = MOVETYPE_NONE;
1380 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1381 //setsize(self, '-32 -32 0', '32 32 8');
1384 setorigin(self, self.origin + '0 0 20');
1387 self.touch = onslaught_controlpoint_touch;
1389 self.colormap = 1024;
1390 self.iscaptured = false;
1391 self.islinked = false;
1392 self.isshielded = true;
1394 // spawn shield model which indicates whether this can be damaged
1395 self.enemy = spawn();
1396 self.enemy.classname = "onslaught_controlpoint_shield";
1397 self.enemy.solid = SOLID_NOT;
1398 self.enemy.movetype = MOVETYPE_NONE;
1399 self.enemy.effects = EF_ADDITIVE;
1400 setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
1402 setattachment(self.enemy , self, "");
1403 //setsize(e, '-32 -32 0', '32 32 128');
1405 //setorigin(e, self.origin);
1406 self.enemy.colormap = self.colormap;
1408 waypoint_spawnforitem(self);
1410 self.think = onslaught_controlpoint_think;
1411 self.nextthink = time;
1413 WaypointSprite_SpawnFixed(string_null, self.origin + '0 0 128', self, sprite, RADARICON_NONE, '0 0 0');
1414 WaypointSprite_UpdateRule(self.sprite, NUM_TEAM_2, SPRITERULE_TEAMPLAY);
1416 onslaught_updatelinks();
1418 self.reset = onslaught_controlpoint_reset;
1420 CSQCMODEL_AUTOINIT();
1423 float onslaught_link_send(entity to, float sendflags)
1425 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1426 WriteByte(MSG_ENTITY, sendflags);
1429 WriteCoord(MSG_ENTITY, self.goalentity.origin.x);
1430 WriteCoord(MSG_ENTITY, self.goalentity.origin.y);
1431 WriteCoord(MSG_ENTITY, self.goalentity.origin.z);
1435 WriteCoord(MSG_ENTITY, self.enemy.origin.x);
1436 WriteCoord(MSG_ENTITY, self.enemy.origin.y);
1437 WriteCoord(MSG_ENTITY, self.enemy.origin.z);
1441 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1446 void onslaught_link_checkupdate()
1448 // TODO check if the two sides have moved (currently they won't move anyway)
1449 float redpower, bluepower;
1451 redpower = bluepower = 0;
1452 if(self.goalentity.islinked)
1454 if(self.goalentity.team == NUM_TEAM_1)
1456 else if(self.goalentity.team == NUM_TEAM_2)
1459 if(self.enemy.islinked)
1461 if(self.enemy.team == NUM_TEAM_1)
1463 else if(self.enemy.team == NUM_TEAM_2)
1468 if(redpower == 1 && bluepower == 2)
1469 cc = (NUM_TEAM_1 - 1) * 0x01 + (NUM_TEAM_2 - 1) * 0x10;
1470 else if(redpower == 2 && bluepower == 1)
1471 cc = (NUM_TEAM_1 - 1) * 0x10 + (NUM_TEAM_2 - 1) * 0x01;
1473 cc = (NUM_TEAM_1 - 1) * 0x11;
1475 cc = (NUM_TEAM_2 - 1) * 0x11;
1479 //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1480 //print("cc=", ftos(cc), "\n");
1482 if(cc != self.clientcolors)
1484 self.clientcolors = cc;
1485 self.SendFlags |= 4;
1488 self.nextthink = time;
1491 void onslaught_link_delayed()
1493 self.goalentity = find(world, targetname, self.target);
1494 self.enemy = find(world, targetname, self.target2);
1495 if (!self.goalentity)
1496 objerror("can not find target\n");
1498 objerror("can not find target2\n");
1499 dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1500 self.SendFlags |= 3;
1501 self.think = onslaught_link_checkupdate;
1502 self.nextthink = time;
1505 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1506 Link between control points.
1508 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.
1511 "target" - first control point.
1512 "target2" - second control point.
1514 void spawnfunc_onslaught_link()
1521 if (self.target == "" || self.target2 == "")
1522 objerror("target and target2 must be set\n");
1523 InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1524 Net_LinkEntity(self, false, 0, onslaught_link_send);
1527 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsString)
1529 ret_string = strcat(ret_string, ":ONS");
1533 MUTATOR_HOOKFUNCTION(ons_BuildMutatorsPrettyString)
1535 ret_string = strcat(ret_string, ", Onslaught");
1539 MUTATOR_HOOKFUNCTION(ons_Spawn_Score)
1543 float _neer_home = (random() > 0.5 ? true : false);
1545 RandomSelection_Init();
1547 if(self.team == NUM_TEAM_1)
1548 RandomSelection_Add(ons_red_generator, 0, string_null, 1, 1);
1550 if(self.team == NUM_TEAM_2)
1551 RandomSelection_Add(ons_blue_generator, 0, string_null, 1, 1);
1553 entity _cp = findchain(classname, "onslaught_controlpoint"):
1556 if(_cp.team == self.team)
1557 RandomSelection_Add(_cp, 0, string_null, 1, 1);
1562 if(RandomSelection_chosen_ent)
1564 self.tur_head = RandomSelection_chosen_ent;
1565 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
1567 else if(self.team == spawn_spot.team)
1568 spawn_score_x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
1575 MUTATOR_HOOKFUNCTION(ons_PlayerSpawn)
1577 if(!autocvar_g_onslaught_spawn_at_controlpoints)
1580 if(random() < 0.5) // 50/50 chane to use default spawnsystem.
1583 float _close_to_home = ((random() > 0.5) ? true : false);
1584 entity _best = world, _trg_gen = world;
1585 float _score, _best_score = MAX_SHOT_DISTANCE;
1587 RandomSelection_Init();
1589 if(self.team == NUM_TEAM_1)
1592 _trg_gen = ons_blue_generator;
1594 _trg_gen = ons_red_generator;
1597 if(self.team == NUM_TEAM_2)
1600 _trg_gen = ons_blue_generator;
1602 _trg_gen = ons_red_generator;
1605 entity _cp = findchain(classname, "onslaught_controlpoint");
1608 if(_cp.team == self.team)
1610 _score = vlen(_trg_gen.origin - _cp.origin);
1611 if(_score < _best_score)
1614 _best_score = _score;
1624 for(i = 0; i < 10; ++i)
1626 _loc = _best.origin + '0 0 96';
1627 _loc += ('0 1 0' * random()) * 128;
1628 tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1629 if(trace_fraction == 1.0 && !trace_startsolid)
1631 setorigin(self, _loc);
1632 self.angles = normalize(_loc - _best.origin) * RAD2DEG;
1639 if(!autocvar_g_onslaught_spawn_at_generator)
1642 _trg_gen = ((self.team == NUM_TEAM_1) ? ons_red_generator : ons_blue_generator);
1644 for(i = 0; i < 10; ++i)
1646 _loc = _trg_gen.origin + '0 0 96';
1647 _loc += ('0 1 0' * random()) * 128;
1648 tracebox(_loc, PL_MIN, PL_MAX, _loc, MOVE_NORMAL, self);
1649 if(trace_fraction == 1.0 && !trace_startsolid)
1651 setorigin(self, _loc);
1652 self.angles = normalize(_loc - _trg_gen.origin) * RAD2DEG;
1661 MUTATOR_HOOKFUNCTION(ons_MonsterThink)
1663 entity e = find(world, targetname, self.target);
1670 MUTATOR_HOOKFUNCTION(ons_MonsterSpawn)
1672 entity e, ee = world;
1676 e = find(world,target,self.targetname);
1693 MUTATOR_HOOKFUNCTION(ons_PlayHitsound)
1695 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
1696 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
1699 MUTATOR_DEFINITION(gamemode_onslaught)
1701 MUTATOR_HOOK(BuildMutatorsPrettyString, ons_BuildMutatorsPrettyString, CBC_ORDER_ANY);
1702 MUTATOR_HOOK(BuildMutatorsString, ons_BuildMutatorsString, CBC_ORDER_ANY);
1703 MUTATOR_HOOK(PlayerSpawn, ons_PlayerSpawn, CBC_ORDER_ANY);
1704 MUTATOR_HOOK(MonsterMove, ons_MonsterThink, CBC_ORDER_ANY);
1705 MUTATOR_HOOK(MonsterSpawn, ons_MonsterSpawn, CBC_ORDER_ANY);
1706 MUTATOR_HOOK(PlayHitsound, ons_PlayHitsound, CBC_ORDER_ANY);
1707 //MUTATOR_HOOK(Spawn_Score, ons_Spawn_Score, CBC_ORDER_ANY);
1711 if(time > 1) // game loads at time 1
1712 error("This is a game type and it cannot be added at runtime.");
1717 print("This is a game type and it cannot be removed at runtime.");