1 //=============================================================================
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3 /*QUAKED info_player_attacker (1 0 0) (-16 -16 -24) (16 16 45) INITIAL
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4 Normal attacker spawning location for Nexuiz Asssault
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5 -------- KEYS --------
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6 angle : direction in which player will look when spawning in the game. Does not apply to bots.
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7 target : this should point to a target_objective to decide when this spawning point is active.
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8 nobots : when set to 1, bots will never use this spawn point to respawn in the game.
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9 nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
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10 notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
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11 notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
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12 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
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13 -------- SPAWNFLAGS --------
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14 INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
15 void info_player_attacker() {
16 info_player_deathmatch();
17 self.team = COLOR_TEAM1; // red, gets swapped every round
20 //=============================================================================
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22 /*QUAKED info_player_defender (0 1 0) (-16 -16 -24) (16 16 45) INITIAL
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23 Normal defender spawning location for Nexuiz Asssault
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24 -------- KEYS --------
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25 angle : direction in which player will look when spawning in the game. Does not apply to bots.
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26 target : this should point to a target_objective to decide when this spawning point is active.
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27 nobots : when set to 1, bots will never use this spawn point to respawn in the game.
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28 nohumans : when set to 1, human players will never use this spawn point to respawn in the game.
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29 notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
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30 notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
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31 notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
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32 -------- SPAWNFLAGS --------
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33 INITIAL : makes the spawnpoint the initial place for the player to spawn at the beginning of the game.*/
34 void info_player_defender() {
35 info_player_deathmatch();
36 self.team = COLOR_TEAM2; // blue, gets swapped every round
39 // reset this objective. Used when spawning an objective
40 // and when a new round starts
41 void assault_objective_reset() {
42 self.health = ASSAULT_VALUE_INACTIVE;
45 void assault_objective_use() {
48 self.nextthink = time + 0.1;
51 void assault_objective_think() {
56 ent = find(world, targetname, self.target);
62 ent = find(ent, targetname, self.target);
66 //self.effects = EF_STARDUST;
67 self.nextthink = time + 0.1;
71 //=============================================================================
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73 /*QUAKED target_objective (0 .5 0) (-8 -8 -8) (8 8 8)
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74 Objective controller for Nexuiz Assault. When active it has 100 health. If it falls below 0 then
75 it'll trigger the next targeted entity (usually the next objective or target_assault_roundend etc.)
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76 -------- KEYS --------
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77 targetname : point to e.g. next objective*/
78 void target_objective() {
79 self.classname = "target_objective";
80 self.think = assault_objective_think;
81 self.use = assault_objective_use;
82 assault_objective_reset();
85 float assault_objective_decrease_customizeforclient() {
90 if(other.team == assault_attacker_team)
91 if(self.spawnflags == 1)
92 setmodel(self, "models/sprites/push.sp2");
94 setmodel(self, "models/sprites/destroy.sp2");
96 setmodel(self, "models/sprites/defend.sp2");
104 void assault_objective_decrease_think() {
106 local entity objective;
109 objective = find(world, targetname, self.target);
110 while(objective && found == 0) {
111 if(objective.classname == "target_objective") {
113 if(objective.health < ASSAULT_VALUE_INACTIVE) { // targeted objective is active
114 if(self.cnt == 1 && self.max_health >= ASSAULT_VALUE_INACTIVE) {
115 // decrease was fired already, but objective did recover (round reset)
118 } else { // objective isn't active
121 self.max_health = objective.health; // save current objective status for next think
125 if(!self.spawnflags) {
127 ent = find(world, target, self.targetname);
129 if(ent.classname == "func_assault_destructible")
136 self.nextthink = time + 0.2;
140 // decrease the health of targeted objectives
141 void assault_objective_decrease_use() {
146 if(activator.team != assault_attacker_team)
150 ent = find(world, targetname, self.target);
152 if(ent.health > 0 && ent.health < ASSAULT_VALUE_INACTIVE)
153 ent.health = ent.health - self.dmg;
154 ent = find(ent, targetname, self.target);
160 //=============================================================================
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162 /*QUAKED target_objective_decrease (0 .5 0) (-8 -8 -8) (8 8 8)
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163 When triggered decreases health of the targeted target_objective.
164 -------- KEYS --------
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165 targetname : point to a target_objective entity*/
166 void target_objective_decrease() {
168 self.classname = "target_objective_decrease";
170 precache_model("models/sprites/defend.sp2");
171 precache_model("models/sprites/destroy.sp2");
172 precache_model("models/sprites/push.sp2");
177 self.cnt = 0; // not used yet
178 self.use = assault_objective_decrease_use;
179 self.mdl = "models/sprites/here.sp2";
180 self.effects = EF_NODEPTHTEST;
181 self.health = ASSAULT_VALUE_INACTIVE;
182 self.max_health = ASSAULT_VALUE_INACTIVE;
183 self.think = assault_objective_decrease_think;
184 self.customizeentityforclient = assault_objective_decrease_customizeforclient;
185 self.nextthink = time;
189 void assault_destructible_reset() {
190 self.health = self.max_health;
191 self.model = self.mdl;
192 self.solid = SOLID_BSP;
193 self.colormod = '1 1 1';
194 self.cnt = 0; // not active
199 void assault_destructible_use() {
200 self.cnt = 1; // mark active
201 self.takedamage = DAMAGE_YES;
204 void assault_destructible_destroy() {
205 local entity oldself;
208 self.takedamage = DAMAGE_NO;
209 self.solid = SOLID_NOT;
211 ent = find(world, targetname, self.target);
217 ent = find(ent, targetname, self.target);
221 void assault_destructible_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) {
223 if(self.cnt > 0 && assault_attacker_team == attacker.team) {
224 self.health = self.health - damage;
225 if(self.health / self.max_health < 0.25)
226 self.colormod = '1 0 0';
227 else if(self.health / self.max_health < 0.375)
228 self.colormod = '1 0.25 0';
229 else if(self.health / self.max_health < 0.50)
230 self.colormod = '1 0.5 0';
231 else if(self.health / self.max_health < 0.625)
232 self.colormod = '1 0.75 0';
233 else if(self.health / self.max_health < 0.75)
234 self.colormod = '1 1 0';
236 self.colormod = '1 1 1';
239 if(self.health < 0) {
240 activator = attacker;
241 assault_destructible_destroy();
245 // destructible walls that can be used to trigger target_objective_decrease
246 void func_assault_destructible() {
250 self.max_health = self.health;
252 self.cnt = 0; // not yet activated
254 self.classname = "func_assault_destructible";
255 self.mdl = self.model;
256 setmodel(self, self.mdl);
258 self.solid = SOLID_BSP;
259 self.use = assault_destructible_use;
260 self.event_damage = assault_destructible_damage;
264 void assault_wall_think() {
266 local float notvisible;
268 ent = find(world, targetname, self.target);
270 if(ent.classname == "target_objective" && ent.health < 0)
272 ent = find(ent, targetname, self.target);
277 self.solid = SOLID_NOT;
279 self.model = self.mdl;
280 self.solid = SOLID_BSP;
283 self.nextthink = time + 0.2;
286 void func_assault_wall() {
287 self.classname = "func_assault_wall";
288 self.mdl = self.model;
289 setmodel(self, self.mdl);
290 self.solid = SOLID_BSP;
291 self.think = assault_wall_think;
292 self.nextthink = time;
296 // reset objectives, toggle spawnpoints, reset triggers, ...
297 void assault_new_round() {
299 // this assumes self.classname == "func_assault_roundend"!
300 self.cnt = self.cnt + 1;
302 // swap spawn point teams
304 local entity oldself;
306 // reward attackers for winning the round
307 ent = find(world, classname, "player");
309 if(ent.team == assault_attacker_team) {
310 UpdateFrags(ent, 10);
312 ent = find(ent, classname, "player");
315 // swap attacker/defender roles
316 if(assault_attacker_team == COLOR_TEAM1) {
317 assault_attacker_team = COLOR_TEAM2;
319 assault_attacker_team = COLOR_TEAM1;
322 ent = find(world, classname, "info_player_deathmatch");
327 if(self.team == COLOR_TEAM1) {
328 self.team = COLOR_TEAM2;
330 self.team = COLOR_TEAM1;
334 ent = find(ent, classname, "info_player_deathmatch");
337 // reset all objectives
338 ent = find(world, classname, "target_objective");
343 assault_objective_reset();
346 ent = find(ent, classname, "target_objective");
349 // reset all target_object_decrease
350 ent = find(world, classname, "target_objective_decrease");
354 ent = find(ent, classname, "target_objective_decrease");
357 // reset all func_assault_destructible
358 ent = find(world, classname, "func_assault_destructible");
363 assault_destructible_reset();
365 ent = find(ent, classname, "func_assault_destructible");
368 ent = find(world, classname, "target_assault_roundstart");
375 ent = find(ent, classname, "target_assault_roundstart");
378 // actually restart round... how to do that?
379 ent = find(world, classname, "player");
385 ent = find(ent, classname, "player");
391 void target_assault_roundend() {
392 self.cnt = 0; // round counter
393 self.classname = "target_assault_roundend";
394 self.use = assault_new_round;
397 void assault_roundstart_use() {
399 local entity oldself;
400 ent = find(world, targetname, self.target);
406 ent = find(ent, targetname, self.target);
410 void target_assault_roundstart() {
411 assault_attacker_team = COLOR_TEAM1;
412 self.classname = "target_assault_roundstart";
413 self.use = assault_roundstart_use;
414 self.think = assault_roundstart_use;
415 self.nextthink = time + 0.1;