float pps_pink;
void set_dom_state(entity e)
{
- // BIG ugly hack to make stat sending work
e.dom_total_pps = total_pps;
e.dom_pps_red = pps_red;
e.dom_pps_blue = pps_blue;
if (head.noise != "")
if(self.enemy)
- sound(self.enemy, CHAN_AUTO, head.noise, VOL_BASE, ATTN_NORM);
+ sound(self.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTN_NORM);
else
- sound(self, CHAN_TRIGGER, head.noise, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER, head.noise, VOL_BASE, ATTN_NORM);
if (head.noise1 != "")
play2all(head.noise1);
self.delay = old_delay;
self.team = old_team;
- switch(self.team)
- {
- // "fix" pps when slightly under 0 because of approximation errors
- case COLOR_TEAM1:
- pps_red -= (points/wait_time);
- if (pps_red < 0) pps_red = 0;
- break;
- case COLOR_TEAM2:
- pps_blue -= (points/wait_time);
- if (pps_blue < 0) pps_blue = 0;
- break;
- case COLOR_TEAM3:
- pps_yellow -= (points/wait_time);
- if (pps_yellow < 0) pps_yellow = 0;
- break;
- case COLOR_TEAM4:
- pps_pink -= (points/wait_time);
- if (pps_pink < 0) pps_pink = 0;
- }
-
switch(self.goalentity.team)
{
- // "fix" pps when slightly over total_pps because of approximation errors
case COLOR_TEAM1:
- pps_red += (points/wait_time);
- if (pps_red > total_pps) pps_red = total_pps;
WaypointSprite_UpdateSprites(self.sprite, "dom-red", "", "");
break;
case COLOR_TEAM2:
- pps_blue += (points/wait_time);
- if (pps_blue > total_pps) pps_blue = total_pps;
WaypointSprite_UpdateSprites(self.sprite, "dom-blue", "", "");
break;
case COLOR_TEAM3:
- pps_yellow += (points/wait_time);
- if (pps_yellow > total_pps) pps_yellow = total_pps;
WaypointSprite_UpdateSprites(self.sprite, "dom-yellow", "", "");
break;
case COLOR_TEAM4:
- pps_pink += (points/wait_time);
- if (pps_pink > total_pps) pps_pink = total_pps;
WaypointSprite_UpdateSprites(self.sprite, "dom-pink", "", "");
}
+ total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
+ for(head = world; (head = find(head, classname, "dom_controlpoint")) != world; )
+ {
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
+ else
+ points = head.frags;
+ if (autocvar_g_domination_point_rate)
+ wait_time = autocvar_g_domination_point_rate;
+ else
+ wait_time = head.wait;
+ switch(head.goalentity.team)
+ {
+ case COLOR_TEAM1:
+ pps_red += points/wait_time;
+ break;
+ case COLOR_TEAM2:
+ pps_blue += points/wait_time;
+ break;
+ case COLOR_TEAM3:
+ pps_yellow += points/wait_time;
+ break;
+ case COLOR_TEAM4:
+ pps_pink += points/wait_time;
+ }
+ total_pps += points/wait_time;
+ }
+
WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_DOMPOINT, colormapPaletteColor(self.goalentity.team - 1, 0));
WaypointSprite_Ping(self.sprite);
self.captime = time;
- FOR_EACH_PLAYER(head)
+ FOR_EACH_REALCLIENT(head)
set_dom_state(head);
};
self.wait = 5;
float points, waittime;
- if (autocvar_g_domination_point_rate)
- points = autocvar_g_domination_point_rate;
+ if (autocvar_g_domination_point_amt)
+ points = autocvar_g_domination_point_amt;
else
points = self.frags;
- if (autocvar_g_domination_point_amt)
- waittime = autocvar_g_domination_point_amt;
+ if (autocvar_g_domination_point_rate)
+ waittime = autocvar_g_domination_point_rate;
else
waittime = self.wait;
droptofloor();
waypoint_spawnforitem(self);
- WaypointSprite_SpawnFixed("dom-neut", self.origin + '0 0 32', self, sprite);
- WaypointSprite_UpdateTeamRadar(self.sprite, RADARICON_DOMPOINT, '0 1 1');
+ WaypointSprite_SpawnFixed("dom-neut", self.origin + '0 0 32', self, sprite, RADARICON_DOMPOINT, '0 1 1');
};
// if no control points are found, spawn defaults
if (find(world, classname, "dom_controlpoint") == world)
{
- // here follow default domination points for each map
- /*
- if (world.model == "maps/e1m1.bsp")
- {
- dom_spawnpoint('0 0 0');
- }
- else
- */
+ // TODO in a few months (maybe 2011/08): change this into error() and remove this very poor dom point selection
+ backtrace("This map contains no dom_controlpoint entities. A very poor dom point placement will be chosen. Please fix the map.");
+
+ // if no supported map was found, make every deathmatch spawn a point
+ head = find(world, classname, "info_player_deathmatch");
+ while (head)
{
- // if no supported map was found, make every deathmatch spawn a point
- head = find(world, classname, "info_player_deathmatch");
- while (head)
- {
- dom_spawnpoint(head.origin);
- head = find(head, classname, "info_player_deathmatch");
- }
+ dom_spawnpoint(head.origin);
+ head = find(head, classname, "info_player_deathmatch");
}
}