1 void onslaught_generator_updatesprite(entity e);
2 void onslaught_controlpoint_updatesprite(entity e);
3 void onslaught_link_checkupdate();
9 .float isgenneighbor_red;
10 .float isgenneighbor_blue;
11 .float iscpneighbor_red;
12 .float iscpneighbor_blue;
18 .string model1, model2, model3;
20 void onslaught_updatelinks()
22 local entity l, links;
23 local float stop, t1, t2, t3, t4;
24 // first check if the game has ended
25 dprint("--- updatelinks ---\n");
26 links = findchain(classname, "onslaught_link");
27 // mark generators as being shielded and networked
28 l = findchain(classname, "onslaught_generator");
32 dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
34 dprint(etos(l), " (generator) is destroyed\n");
35 l.islinked = l.iscaptured;
36 l.isshielded = l.iscaptured;
39 // mark points as shielded and not networked
40 l = findchain(classname, "onslaught_controlpoint");
45 l.isgenneighbor_red = FALSE;
46 l.isgenneighbor_blue = FALSE;
47 l.iscpneighbor_red = FALSE;
48 l.iscpneighbor_blue = FALSE;
49 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
52 // flow power outward from the generators through the network
56 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
66 // if both points are captured by the same team, and only one of
67 // them is powered, mark the other one as powered as well
68 if (l.enemy.iscaptured && l.goalentity.iscaptured)
69 if (l.enemy.islinked != l.goalentity.islinked)
70 if (l.enemy.team == l.goalentity.team)
72 if (!l.goalentity.islinked)
75 l.goalentity.islinked = TRUE;
76 dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
78 else if (!l.enemy.islinked)
81 l.enemy.islinked = TRUE;
82 dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
88 // now that we know which points are powered we can mark their neighbors
89 // as unshielded if team differs
93 if (l.goalentity.team != l.enemy.team)
95 if (l.goalentity.islinked)
97 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
98 l.enemy.isshielded = FALSE;
99 if(l.goalentity.classname == "onslaught_generator")
101 if(l.goalentity.team == COLOR_TEAM1)
102 l.enemy.isgenneighbor_red = TRUE;
103 else if(l.goalentity.team == COLOR_TEAM2)
104 l.enemy.isgenneighbor_blue = TRUE;
108 if(l.goalentity.team == COLOR_TEAM1)
109 l.enemy.iscpneighbor_red = TRUE;
110 else if(l.goalentity.team == COLOR_TEAM2)
111 l.enemy.iscpneighbor_blue = TRUE;
114 if (l.enemy.islinked)
116 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
117 l.goalentity.isshielded = FALSE;
118 if(l.enemy.classname == "onslaught_generator")
120 if(l.enemy.team == COLOR_TEAM1)
121 l.goalentity.isgenneighbor_red = TRUE;
122 else if(l.enemy.team == COLOR_TEAM2)
123 l.goalentity.isgenneighbor_blue = TRUE;
127 if(l.enemy.team == COLOR_TEAM1)
128 l.goalentity.iscpneighbor_red = TRUE;
129 else if(l.enemy.team == COLOR_TEAM2)
130 l.goalentity.iscpneighbor_blue = TRUE;
136 // now update the takedamage and alpha variables on generator shields
137 l = findchain(classname, "onslaught_generator");
142 dprint(etos(l), " (generator) is shielded\n");
144 l.takedamage = DAMAGE_NO;
145 l.bot_attack = FALSE;
149 dprint(etos(l), " (generator) is not shielded\n");
151 l.takedamage = DAMAGE_AIM;
156 // now update the takedamage and alpha variables on control point icons
157 l = findchain(classname, "onslaught_controlpoint");
162 dprint(etos(l), " (point) is shielded\n");
166 l.goalentity.takedamage = DAMAGE_NO;
167 l.goalentity.bot_attack = FALSE;
172 dprint(etos(l), " (point) is not shielded\n");
176 l.goalentity.takedamage = DAMAGE_AIM;
177 l.goalentity.bot_attack = TRUE;
180 onslaught_controlpoint_updatesprite(l);
183 // count generators owned by each team
184 t1 = t2 = t3 = t4 = 0;
185 l = findchain(classname, "onslaught_generator");
190 if (l.team == COLOR_TEAM1) t1 = 1;
191 if (l.team == COLOR_TEAM2) t2 = 1;
192 if (l.team == COLOR_TEAM3) t3 = 1;
193 if (l.team == COLOR_TEAM4) t4 = 1;
195 onslaught_generator_updatesprite(l);
198 // see if multiple teams remain (if not, it's game over)
199 if (t1 + t2 + t3 + t4 < 2)
200 dprint("--- game over ---\n");
202 dprint("--- done updating links ---\n");
205 float onslaught_controlpoint_can_be_linked(entity cp, float t)
209 if(cp.isgenneighbor_red)
211 if(cp.iscpneighbor_red)
214 else if(t == COLOR_TEAM2)
216 if(cp.isgenneighbor_blue)
218 if(cp.iscpneighbor_blue)
224 // check to see if this player has a legitimate claim to capture this
225 // control point - more specifically that there is a captured path of
226 // points leading back to the team generator
227 e = findchain(classname, "onslaught_link");
230 if (e.goalentity == cp)
232 dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
233 if (e.enemy.islinked)
235 dprint(" which is linked");
236 if (e.enemy.team == t)
238 dprint(" and has the correct team!\n");
242 dprint(" but has the wrong team\n");
247 else if (e.enemy == cp)
249 dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
250 if (e.goalentity.islinked)
252 dprint(" which is linked");
253 if (e.goalentity.team == t)
255 dprint(" and has a team!\n");
259 dprint(" but has the wrong team\n");
270 float onslaught_controlpoint_attackable(entity cp, float t)
271 // -2: SAME TEAM, attackable by enemy!
276 // 3: attack it (HIGH PRIO)
277 // 4: touch it (HIGH PRIO)
285 else if(cp.goalentity)
287 // if there's already an icon built, nothing happens
290 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
291 if(a) // attackable by enemy?
292 return -2; // EMERGENCY!
295 // we know it can be linked, so no need to check
297 a = onslaught_controlpoint_can_be_linked(cp, t);
298 if(a == 2) // near our generator?
299 return 3; // EMERGENCY!
305 if(onslaught_controlpoint_can_be_linked(cp, t))
307 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
309 return 4; // GET THIS ONE NOW!
311 return 2; // TOUCH ME
317 void onslaught_generator_think()
321 self.nextthink = ceil(time + 1);
322 if (cvar("timelimit"))
323 if (time > cvar("timelimit") * 60 - 60)
325 // self.max_health / 300 gives 5 minutes of overtime.
326 // control points reduce the overtime duration.
327 sound(self, CHAN_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
329 e = findchain(classname, "onslaught_controlpoint");
332 if (e.team != self.team)
337 d = d * self.max_health / 300;
338 Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
342 void onslaught_generator_deaththink()
347 self.nextthink = time + 0.1;
348 self.count = self.count - 1;
349 org = randompos(self.origin + self.mins + '8 8 8', self.origin + self.maxs + '-8 -8 -8');
350 pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
351 sound(self, CHAN_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
356 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
357 sound(self, CHAN_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
361 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
365 if (attacker != self)
369 // this is protected by a shield, so ignore the damage
370 if (time > self.pain_finished)
371 if (attacker.classname == "player")
373 play2(attacker, "onslaught/damageblockedbyshield.wav");
374 self.pain_finished = time + 1;
378 if (time > self.pain_finished)
380 self.pain_finished = time + 5;
381 bprint(ColoredTeamName(self.team), " generator under attack!\n");
382 play2team(self.team, "onslaught/generator_underattack.wav");
385 self.health = self.health - damage;
386 // choose an animation frame based on health
387 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
388 // see if the generator is still functional, or dying
392 lh = ceil(self.lasthealth / 100) * 100;
393 h = ceil(self.health / 100) * 100;
395 bprint(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
396 self.lasthealth = self.health;
400 if (attacker == self)
401 bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
405 t = ColoredTeamName(attacker.team);
406 bprint(ColoredTeamName(self.team), " generator destroyed by ", t, "!\n");
408 self.iscaptured = FALSE;
409 self.islinked = FALSE;
410 self.isshielded = FALSE;
411 self.takedamage = DAMAGE_NO; // can't be hurt anymore
412 self.event_damage = SUB_Null; // won't do anything if hurt
413 self.count = 30; // 30 explosions
414 self.think = onslaught_generator_deaththink; // explosion sequence
415 self.nextthink = time; // start exploding immediately
416 self.think(); // do the first explosion now
417 onslaught_updatelinks();
419 if(self.health < cvar("g_onslaught_gen_health") * 0.75)
420 setmodel(self, "models/onslaught/reactor_dmg1.md3");
421 if(self.health < cvar("g_onslaught_gen_health") * 0.35)
422 setmodel(self, "models/onslaught/reactor_dmg2.md3");
424 setmodel(self, "models/onslaught/reactor_dead.md3");
427 // update links after a delay
428 void onslaught_generator_delayed()
430 onslaught_updatelinks();
431 // now begin normal thinking
432 self.think = onslaught_generator_think;
433 self.nextthink = time;
436 string onslaught_generator_waypointsprite_for_team(entity e, float t)
440 if(e.team == COLOR_TEAM1)
441 return "ons-gen-red";
442 else if(e.team == COLOR_TEAM2)
443 return "ons-gen-blue";
446 return "ons-gen-shielded";
447 if(e.team == COLOR_TEAM1)
448 return "ons-gen-red";
449 else if(e.team == COLOR_TEAM2)
450 return "ons-gen-blue";
454 void onslaught_generator_updatesprite(entity e)
457 s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
458 s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
459 s3 = onslaught_generator_waypointsprite_for_team(e, -1);
460 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
462 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
464 e.lastteam = e.team + 2;
465 e.lastshielded = e.isshielded;
468 if(e.team == COLOR_TEAM1)
469 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0 0');
470 else if(e.team == COLOR_TEAM2)
471 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0 0 0.5');
473 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
477 if(e.team == COLOR_TEAM1)
478 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '1 0 0');
479 else if(e.team == COLOR_TEAM2)
480 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0 0 1');
482 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
484 WaypointSprite_Ping(e.sprite);
488 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
493 a = onslaught_controlpoint_attackable(e, t);
494 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
496 if(e.team == COLOR_TEAM1)
497 return "ons-cp-atck-red";
498 else if(e.team == COLOR_TEAM2)
499 return "ons-cp-atck-blue";
501 return "ons-cp-atck-neut";
503 else if(a == -2) // DEFEND THIS ONE NOW
505 if(e.team == COLOR_TEAM1)
506 return "ons-cp-dfnd-red";
507 else if(e.team == COLOR_TEAM2)
508 return "ons-cp-dfnd-blue";
510 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
512 if(e.team == COLOR_TEAM1)
514 else if(e.team == COLOR_TEAM2)
515 return "ons-cp-blue";
517 else if(a == 2) // touch it
518 return "ons-cp-neut";
522 if(e.team == COLOR_TEAM1)
524 else if(e.team == COLOR_TEAM2)
525 return "ons-cp-blue";
527 return "ons-cp-neut";
532 void onslaught_controlpoint_updatesprite(entity e)
535 s1 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM1);
536 s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
537 s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
538 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
541 sh = !(onslaught_controlpoint_can_be_linked(e, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
543 if(e.lastteam != e.team + 2 || e.lastshielded != sh)
545 e.lastteam = e.team + 2;
549 if(e.team == COLOR_TEAM1)
550 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0 0');
551 else if(e.team == COLOR_TEAM2)
552 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0 0 0.5');
554 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
558 if(e.team == COLOR_TEAM1)
559 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '1 0 0');
560 else if(e.team == COLOR_TEAM2)
561 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0 0 1');
563 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
565 WaypointSprite_Ping(e.sprite);
569 void onslaught_generator_reset()
571 self.team = self.team_saved;
572 self.lasthealth = self.max_health = self.health = cvar("g_onslaught_gen_health");
573 self.takedamage = DAMAGE_AIM;
574 self.bot_attack = TRUE;
575 self.iscaptured = TRUE;
576 self.islinked = TRUE;
577 self.isshielded = TRUE;
578 self.enemy.solid = SOLID_NOT;
579 self.think = onslaught_generator_delayed;
580 self.nextthink = time + 0.2;
583 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
586 spawnfunc_onslaught_link entities can target this.
589 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
590 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
592 void spawnfunc_onslaught_generator()
601 precache_model("models/onslaught/generator.md3");
602 precache_model("models/onslaught/generator_shield.md3");
603 precache_model("models/onslaught/reactor_dmg1.md3");
604 precache_model("models/onslaught/reactor_dmg2.md3");
605 precache_model("models/onslaught/reactor_dead.md3");
606 precache_sound("onslaught/generator_decay.wav");
607 precache_sound("weapons/grenade_impact.wav");
608 precache_sound("weapons/rocket_impact.wav");
609 precache_sound("onslaught/generator_underattack.wav");
611 objerror("team must be set");
612 self.team_saved = self.team;
613 self.colormap = 1024 + (self.team - 1) * 17;
614 self.solid = SOLID_BSP;
615 self.movetype = MOVETYPE_NONE;
616 self.lasthealth = self.max_health = self.health = cvar("g_onslaught_gen_health");
617 setmodel(self, "models/onslaught/generator.md3");
618 //setsize(self, '-32 -32 -24', '32 32 64');
619 setorigin(self, self.origin);
620 self.takedamage = DAMAGE_AIM;
621 self.bot_attack = TRUE;
622 self.event_damage = onslaught_generator_damage;
623 self.iscaptured = TRUE;
624 self.islinked = TRUE;
625 self.isshielded = TRUE;
626 // spawn shield model which indicates whether this can be damaged
627 self.enemy = e = spawn();
628 e.classname = "onslaught_generator_shield";
630 e.movetype = MOVETYPE_NONE;
631 e.effects = EF_ADDITIVE;
632 setmodel(e, "models/onslaught/generator_shield.md3");
633 //setsize(e, '-32 -32 0', '32 32 128');
634 setorigin(e, self.origin);
635 e.colormap = self.colormap;
637 self.think = onslaught_generator_delayed;
638 self.nextthink = time + 0.2;
639 InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
641 WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite);
642 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
644 onslaught_updatelinks();
646 self.reset = onslaught_generator_reset;
650 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
655 if (self.owner.isshielded)
657 // this is protected by a shield, so ignore the damage
658 if (time > self.pain_finished)
659 if (attacker.classname == "player")
661 play2(attacker, "onslaught/damageblockedbyshield.wav");
662 self.pain_finished = time + 1;
666 if (time > self.pain_finished)
667 if (attacker.classname == "player")
669 play2team(self.team, "onslaught/controlpoint_underattack.wav");
670 self.pain_finished = time + 5;
672 self.health = self.health - damage;
673 self.alpha = self.health / self.max_health;
674 self.pain_finished = time + 1;
675 // colormod flash when shot
676 self.colormod = '2 2 2';
679 sound(self, CHAN_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
680 pointparticles(particleeffectnum("onslaught_controlpoint_explosion"), self.origin, '0 0 0', 1);
683 t = ColoredTeamName(attacker.team);
684 bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
686 self.owner.goalentity = world;
687 self.owner.islinked = FALSE;
688 self.owner.iscaptured = FALSE;
690 self.owner.colormap = 1024;
691 onslaught_updatelinks();
693 // Use targets now (somebody make sure this is in the right place..)
700 self.owner.waslinked = self.owner.islinked;
706 void onslaught_controlpoint_icon_think()
709 self.nextthink = time + 0.1;
710 if (time > self.pain_finished + 1)
712 self.health = self.health + self.count;
713 if (self.health >= self.max_health)
714 self.health = self.max_health;
716 self.alpha = self.health / self.max_health;
717 // colormod flash when shot
718 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
720 if(self.owner.islinked != self.owner.waslinked)
722 // unteam the spawnpoint if needed
725 if(!self.owner.islinked)
736 self.owner.waslinked = self.owner.islinked;
740 void onslaught_controlpoint_icon_buildthink()
745 self.nextthink = time + 0.1;
747 // only do this if there is power
748 a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
752 self.health = self.health + self.count;
754 if (self.health >= self.max_health)
756 self.health = self.max_health;
757 self.count = self.count * 0.2; // slow repair rate from now on
758 self.think = onslaught_controlpoint_icon_think;
759 sound(self, CHAN_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
760 bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
761 self.owner.iscaptured = TRUE;
762 onslaught_updatelinks();
764 // Use targets now (somebody make sure this is in the right place..)
771 self.alpha = self.health / self.max_health;
772 // colormod flash when shot
773 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
776 void onslaught_controlpoint_touch()
780 if (other.classname != "player")
782 a = onslaught_controlpoint_attackable(self, other.team);
785 // we've verified that this player has a legitimate claim to this point,
786 // so start building the captured point icon (which only captures this
787 // point if it successfully builds without being destroyed first)
788 self.goalentity = e = spawn();
789 e.classname = "onslaught_controlpoint_icon";
791 e.max_health = cvar("g_onslaught_cp_health");
792 e.health = e.max_health * 0.1;
793 e.alpha = e.health / e.max_health;
794 e.solid = SOLID_BBOX;
795 e.movetype = MOVETYPE_NONE;
796 setmodel(e, "models/onslaught/controlpoint_icon.md3");
797 setsize(e, '-32 -32 -32', '32 32 32');
798 setorigin(e, self.origin + '0 0 96');
799 e.takedamage = DAMAGE_AIM;
801 e.event_damage = onslaught_controlpoint_icon_damage;
803 e.colormap = 1024 + (e.team - 1) * 17;
804 e.think = onslaught_controlpoint_icon_buildthink;
805 e.nextthink = time + 0.1;
806 e.count = e.max_health / 50; // how long it takes to build
807 sound(e, CHAN_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
809 self.colormap = e.colormap;
812 void onslaught_controlpoint_reset()
814 if(self.goalentity && self.goalentity != world)
815 remove(self.goalentity);
816 self.goalentity = world;
818 self.colormap = 1024;
819 self.iscaptured = FALSE;
820 self.islinked = FALSE;
821 self.isshielded = TRUE;
822 self.enemy.solid = SOLID_NOT;
823 self.enemy.colormap = self.colormap;
824 self.think = self.enemy.think = SUB_Null;
825 self.nextthink = 0; // don't like SUB_Null :P
827 onslaught_updatelinks();
830 SUB_UseTargets(); // to reset the structures, playerspawns etc.
833 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
834 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
836 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
839 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
840 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
841 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
843 void spawnfunc_onslaught_controlpoint()
851 precache_model("models/onslaught/controlpoint_pad.md3");
852 precache_model("models/onslaught/controlpoint_shield.md3");
853 precache_model("models/onslaught/controlpoint_icon.md3");
854 precache_sound("onslaught/controlpoint_build.wav");
855 precache_sound("onslaught/controlpoint_built.wav");
856 precache_sound("weapons/grenade_impact.wav");
857 precache_sound("onslaught/damageblockedbyshield.wav");
858 precache_sound("onslaught/controlpoint_underattack.wav");
859 self.solid = SOLID_BSP;
860 self.movetype = MOVETYPE_NONE;
861 setmodel(self, "models/onslaught/controlpoint_pad.md3");
862 //setsize(self, '-32 -32 0', '32 32 8');
863 setorigin(self, self.origin);
864 self.touch = onslaught_controlpoint_touch;
866 self.colormap = 1024;
867 self.iscaptured = FALSE;
868 self.islinked = FALSE;
869 self.isshielded = TRUE;
870 // spawn shield model which indicates whether this can be damaged
871 self.enemy = e = spawn();
872 e.classname = "onslaught_controlpoint_shield";
874 e.movetype = MOVETYPE_NONE;
875 e.effects = EF_ADDITIVE;
876 setmodel(e, "models/onslaught/controlpoint_shield.md3");
877 //setsize(e, '-32 -32 0', '32 32 128');
878 setorigin(e, self.origin);
879 e.colormap = self.colormap;
881 waypoint_spawnforitem(self);
883 WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite);
884 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
886 onslaught_updatelinks();
888 self.reset = onslaught_controlpoint_reset;
891 float onslaught_link_send(entity to, float sendflags)
893 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
894 WriteByte(MSG_ENTITY, sendflags);
897 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
898 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
899 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
903 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
904 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
905 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
909 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
914 void onslaught_link_checkupdate()
916 // TODO check if the two sides have moved (currently they won't move anyway)
917 float redpower, bluepower;
919 redpower = bluepower = 0;
920 if(self.goalentity.islinked)
922 if(self.goalentity.team == COLOR_TEAM1)
924 else if(self.goalentity.team == COLOR_TEAM2)
927 if(self.enemy.islinked)
929 if(self.enemy.team == COLOR_TEAM1)
931 else if(self.enemy.team == COLOR_TEAM2)
936 if(redpower == 1 && bluepower == 2)
937 cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
938 else if(redpower == 2 && bluepower == 1)
939 cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
941 cc = (COLOR_TEAM1 - 1) * 0x11;
943 cc = (COLOR_TEAM2 - 1) * 0x11;
947 if(cc != self.clientcolors)
949 self.clientcolors = cc;
953 self.nextthink = time;
956 void onslaught_link_delayed()
958 self.goalentity = find(world, targetname, self.target);
959 self.enemy = find(world, targetname, self.target2);
960 if (!self.goalentity)
961 objerror("can not find target\n");
963 objerror("can not find target2\n");
964 dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
967 self.think = onslaught_link_checkupdate;
968 self.nextthink = time;
971 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
972 Link between control points.
974 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.
977 "target" - first control point.
978 "target2" - second control point.
980 void spawnfunc_onslaught_link()
987 if (self.target == "" || self.target2 == "")
988 objerror("target and target2 must be set\n");
989 InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
990 Net_LinkEntity(self, FALSE, 0, onslaught_link_send);