#include "sv_controlpoint.qh"
#include "sv_generator.qh"
+#include <server/bot/api.qh>
+#include <server/command/vote.qh>
+#include <server/g_damage.qh>
+#include <server/items/items.qh>
+#include <common/mapobjects/defs.qh>
+#include <common/mapobjects/triggers.qh>
+
bool g_onslaught;
float autocvar_g_onslaught_teleport_wait;
WriteVector(MSG_ENTITY, this.origin);
- WriteAngle(MSG_ENTITY, this.angles_x);
- WriteAngle(MSG_ENTITY, this.angles_y);
- WriteAngle(MSG_ENTITY, this.angles_z);
+ WriteAngleVector(MSG_ENTITY, this.angles);
return true;
}
// Main Control Point Functions
// =============================
-int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
+int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
{
- if(cp.aregensneighbor & BIT(teamnumber)) return 2;
- if(cp.arecpsneighbor & BIT(teamnumber)) return 1;
+ if(cp.aregensneighbor & BIT(teamnum)) return 2;
+ if(cp.arecpsneighbor & BIT(teamnum)) return 1;
return 0;
}
-int ons_ControlPoint_Attackable(entity cp, int teamnumber)
+int ons_ControlPoint_Attackable(entity cp, int teamnum)
// -2: SAME TEAM, attackable by enemy!
// -1: SAME TEAM!
// 0: off limits
else if(cp.goalentity)
{
// if there's already an icon built, nothing happens
- if(cp.team == teamnumber)
+ if(cp.team == teamnum)
{
- a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
+ a = ons_ControlPoint_CanBeLinked(cp, teamnum);
if(a) // attackable by enemy?
return -2; // EMERGENCY!
return -1;
}
// we know it can be linked, so no need to check
// but...
- a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
+ a = ons_ControlPoint_CanBeLinked(cp, teamnum);
if(a == 2) // near our generator?
return 3; // EMERGENCY!
return 1;
else
{
// free point
- if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
+ if(ons_ControlPoint_CanBeLinked(cp, teamnum))
{
- a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
+ a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
if(a == 2)
return 4; // GET THIS ONE NOW!
else
FOREACH_CLIENT(true, it.clientcamera = cam;);
+ // NOTE: engine networked
WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
WriteAngle(MSG_ALL, cam.angles_x);
WriteAngle(MSG_ALL, cam.angles_y);
{
Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
msg_entity = it;
- soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE);
+ soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
}
else
Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
{
// declarations
- int teamnumber = gen.team;
+ int teamnum = gen.team;
// main setup
gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
ons_worldgeneratorlist = gen;
- gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
+ gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
gen.classname = "onslaught_generator";
gen.solid = SOLID_BBOX;
- gen.team_saved = teamnumber;
+ gen.team_saved = teamnum;
IL_PUSH(g_saved_team, gen);
set_movetype(gen, MOVETYPE_NONE);
gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
// model handled by CSQC
setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
- gen.colormap = 1024 + (teamnumber - 1) * 17;
+ gen.colormap = 1024 + (teamnum - 1) * 17;
// generator placement
droptofloor(gen);