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;
19 .string model1, model2, model3;
21 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
23 self.velocity = self.velocity + vforce;
27 void ons_throwgib_think()
31 self.nextthink = time + 0.05;
33 d = self.giblifetime - time;
37 self.think = SUB_Remove;
45 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
48 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
54 setmodel(gib, smodel);
55 setorigin(gib, v_from);
56 gib.solid = SOLID_BBOX;
57 gib.movetype = MOVETYPE_BOUNCE;
58 gib.takedamage = DAMAGE_YES;
59 gib.event_damage = ons_gib_damage;
61 gib.effects = EF_LOWPRECISION;
62 gib.flags = FL_NOTARGET;
64 gib.giblifetime = time + f_lifetime;
68 gib.think = ons_throwgib_think;
69 gib.nextthink = time + 0.05;
72 SUB_SetFade(gib, gib.giblifetime, 2);
75 void onslaught_updatelinks()
77 local entity l, links;
78 local float stop, t1, t2, t3, t4;
79 // first check if the game has ended
80 dprint("--- updatelinks ---\n");
81 links = findchain(classname, "onslaught_link");
82 // mark generators as being shielded and networked
83 l = findchain(classname, "onslaught_generator");
87 dprint(etos(l), " (generator) belongs to team ", ftos(l.team), "\n");
89 dprint(etos(l), " (generator) is destroyed\n");
90 l.islinked = l.iscaptured;
91 l.isshielded = l.iscaptured;
94 // mark points as shielded and not networked
95 l = findchain(classname, "onslaught_controlpoint");
100 l.isgenneighbor_red = FALSE;
101 l.isgenneighbor_blue = FALSE;
102 l.iscpneighbor_red = FALSE;
103 l.iscpneighbor_blue = FALSE;
104 dprint(etos(l), " (point) belongs to team ", ftos(l.team), "\n");
107 // flow power outward from the generators through the network
111 dprint(etos(l), " (link) connects ", etos(l.goalentity), " with ", etos(l.enemy), "\n");
121 // if both points are captured by the same team, and only one of
122 // them is powered, mark the other one as powered as well
123 if (l.enemy.iscaptured && l.goalentity.iscaptured)
124 if (l.enemy.islinked != l.goalentity.islinked)
125 if (l.enemy.team == l.goalentity.team)
127 if (!l.goalentity.islinked)
130 l.goalentity.islinked = TRUE;
131 dprint(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n");
133 else if (!l.enemy.islinked)
136 l.enemy.islinked = TRUE;
137 dprint(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n");
143 // now that we know which points are powered we can mark their neighbors
144 // as unshielded if team differs
148 if (l.goalentity.islinked)
150 if (l.goalentity.team != l.enemy.team)
152 dprint(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n");
153 l.enemy.isshielded = FALSE;
155 if(l.goalentity.classname == "onslaught_generator")
157 if(l.goalentity.team == COLOR_TEAM1)
158 l.enemy.isgenneighbor_red = TRUE;
159 else if(l.goalentity.team == COLOR_TEAM2)
160 l.enemy.isgenneighbor_blue = TRUE;
164 if(l.goalentity.team == COLOR_TEAM1)
165 l.enemy.iscpneighbor_red = TRUE;
166 else if(l.goalentity.team == COLOR_TEAM2)
167 l.enemy.iscpneighbor_blue = TRUE;
170 if (l.enemy.islinked)
172 if (l.goalentity.team != l.enemy.team)
174 dprint(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n");
175 l.goalentity.isshielded = FALSE;
177 if(l.enemy.classname == "onslaught_generator")
179 if(l.enemy.team == COLOR_TEAM1)
180 l.goalentity.isgenneighbor_red = TRUE;
181 else if(l.enemy.team == COLOR_TEAM2)
182 l.goalentity.isgenneighbor_blue = TRUE;
186 if(l.enemy.team == COLOR_TEAM1)
187 l.goalentity.iscpneighbor_red = TRUE;
188 else if(l.enemy.team == COLOR_TEAM2)
189 l.goalentity.iscpneighbor_blue = TRUE;
194 // now update the takedamage and alpha variables on generator shields
195 l = findchain(classname, "onslaught_generator");
200 dprint(etos(l), " (generator) is shielded\n");
202 l.takedamage = DAMAGE_NO;
203 l.bot_attack = FALSE;
207 dprint(etos(l), " (generator) is not shielded\n");
209 l.takedamage = DAMAGE_AIM;
214 // now update the takedamage and alpha variables on control point icons
215 l = findchain(classname, "onslaught_controlpoint");
220 dprint(etos(l), " (point) is shielded\n");
224 l.goalentity.takedamage = DAMAGE_NO;
225 l.goalentity.bot_attack = FALSE;
230 dprint(etos(l), " (point) is not shielded\n");
234 l.goalentity.takedamage = DAMAGE_AIM;
235 l.goalentity.bot_attack = TRUE;
238 onslaught_controlpoint_updatesprite(l);
241 // count generators owned by each team
242 t1 = t2 = t3 = t4 = 0;
243 l = findchain(classname, "onslaught_generator");
248 if (l.team == COLOR_TEAM1) t1 = 1;
249 if (l.team == COLOR_TEAM2) t2 = 1;
250 if (l.team == COLOR_TEAM3) t3 = 1;
251 if (l.team == COLOR_TEAM4) t4 = 1;
253 onslaught_generator_updatesprite(l);
256 // see if multiple teams remain (if not, it's game over)
257 if (t1 + t2 + t3 + t4 < 2)
258 dprint("--- game over ---\n");
260 dprint("--- done updating links ---\n");
263 float onslaught_controlpoint_can_be_linked(entity cp, float t)
267 if(cp.isgenneighbor_red)
269 if(cp.iscpneighbor_red)
272 else if(t == COLOR_TEAM2)
274 if(cp.isgenneighbor_blue)
276 if(cp.iscpneighbor_blue)
282 // check to see if this player has a legitimate claim to capture this
283 // control point - more specifically that there is a captured path of
284 // points leading back to the team generator
285 e = findchain(classname, "onslaught_link");
288 if (e.goalentity == cp)
290 dprint(etos(e), " (link) connects to ", etos(e.enemy), " (point)");
291 if (e.enemy.islinked)
293 dprint(" which is linked");
294 if (e.enemy.team == t)
296 dprint(" and has the correct team!\n");
300 dprint(" but has the wrong team\n");
305 else if (e.enemy == cp)
307 dprint(etos(e), " (link) connects to ", etos(e.goalentity), " (point)");
308 if (e.goalentity.islinked)
310 dprint(" which is linked");
311 if (e.goalentity.team == t)
313 dprint(" and has a team!\n");
317 dprint(" but has the wrong team\n");
328 float onslaught_controlpoint_attackable(entity cp, float t)
329 // -2: SAME TEAM, attackable by enemy!
334 // 3: attack it (HIGH PRIO)
335 // 4: touch it (HIGH PRIO)
343 else if(cp.goalentity)
345 // if there's already an icon built, nothing happens
348 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
349 if(a) // attackable by enemy?
350 return -2; // EMERGENCY!
353 // we know it can be linked, so no need to check
355 a = onslaught_controlpoint_can_be_linked(cp, t);
356 if(a == 2) // near our generator?
357 return 3; // EMERGENCY!
363 if(onslaught_controlpoint_can_be_linked(cp, t))
365 a = onslaught_controlpoint_can_be_linked(cp, COLOR_TEAM1 + COLOR_TEAM2 - t);
367 return 4; // GET THIS ONE NOW!
369 return 2; // TOUCH ME
375 void onslaught_generator_think()
379 self.nextthink = ceil(time + 1);
382 if (cvar("timelimit"))
383 if (time > game_starttime + cvar("timelimit") * 60)
385 // self.max_health / 300 gives 5 minutes of overtime.
386 // control points reduce the overtime duration.
387 sound(self, CHAN_TRIGGER, "onslaught/generator_decay.wav", VOL_BASE, ATTN_NORM);
389 e = findchain(classname, "onslaught_controlpoint");
392 if (e.team != self.team)
397 d = d * self.max_health / 300;
398 Damage(self, self, self, d, DEATH_HURTTRIGGER, self.origin, '0 0 0');
403 void onslaught_generator_ring_think()
405 self.nextthink = time + 0.05;
408 self.think = SUB_Remove;
412 self.scale = self.count * 4;
414 self.frame = self.count;
420 void onslaught_generator_ring_spawn(vector org)
424 setmodel(e, "models/onslaught/shockwavetransring.md3");
430 e.think = onslaught_generator_ring_think;
431 e.nextthink = time + 0.05;
433 void onslaught_generator_ray_think()
435 self.nextthink = time + 0.05;
438 self.think = SUB_Remove;
451 void onslaught_generator_ray_spawn(vector org)
455 setmodel(e, "models/onslaught/ons_ray.md3");
457 e.angles = randomvec() * 360;
459 e.scale = random() * 5 + 8;
460 e.think = onslaught_generator_ray_think;
461 e.nextthink = time + 0.05;
464 void onslaught_generator_shockwave_think()
466 self.nextthink = time + 0.05;
469 self.think = SUB_Remove;
478 self.scale = self.count * 4;
479 setsize(self, self.mins * self.scale, self.maxs * self.scale);
480 self.frame = self.count;
485 void onslaught_generator_shockwave_spawn(vector org)
487 shockwave_spawn("models/onslaught/shockwave.md3", org, 5120, 0.75, 0.5);
490 void onslaught_generator_damage_think()
492 if(self.owner.health < 0)
494 self.think = SUB_Remove;
497 self.nextthink = time+0.1;
499 // damaged fx (less probable the more damaged is the generator)
500 if(random() < 0.9 - self.owner.health / self.owner.max_health)
503 pointparticles(particleeffectnum("electro_ballexplode"), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
504 sound(self, CHAN_TRIGGER, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM);
507 pointparticles(particleeffectnum("torch_small"), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
510 void onslaught_generator_damage_spawn(entity gd_owner)
515 e.health = self.owner.health;
516 setorigin(e, gd_owner.origin);
517 e.think = onslaught_generator_damage_think;
518 e.nextthink = time+1;
521 void onslaught_generator_deaththink()
530 if(self.count==40||self.count==20)
532 onslaught_generator_ring_spawn(self.origin);
533 sound(self, CHAN_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
541 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
543 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
545 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
551 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
552 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
555 // Short explosion sound + small explosion
558 te_explosion(self.origin);
559 sound(self, CHAN_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
563 org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
564 pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
569 onslaught_generator_ray_spawn(self.origin);
577 onslaught_generator_shockwave_spawn(org);
578 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
579 sound(self, CHAN_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
582 self.nextthink = time + 0.05;
584 self.count = self.count - 1;
587 void onslaught_generator_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
594 if (attacker != self)
598 // this is protected by a shield, so ignore the damage
599 if (time > self.pain_finished)
600 if (attacker.classname == "player")
602 play2(attacker, "onslaught/damageblockedbyshield.wav");
603 self.pain_finished = time + 1;
607 if (time > self.pain_finished)
609 self.pain_finished = time + 10;
610 bprint(ColoredTeamName(self.team), " generator under attack!\n");
611 play2team(self.team, "onslaught/generator_underattack.wav");
614 self.health = self.health - damage;
615 WaypointSprite_UpdateHealth(self.sprite, self.health);
616 // choose an animation frame based on health
617 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
618 // see if the generator is still functional, or dying
621 #ifdef ONSLAUGHT_SPAM
623 lh = ceil(self.lasthealth / 100) * 100;
624 h = ceil(self.health / 100) * 100;
626 bprint(ColoredTeamName(self.team), " generator has less than ", ftos(h), " health remaining\n");
628 self.lasthealth = self.health;
630 else if not(inWarmupStage)
632 if (attacker == self)
633 bprint(ColoredTeamName(self.team), " generator spontaneously exploded due to overtime!\n");
637 t = ColoredTeamName(attacker.team);
638 bprint(ColoredTeamName(self.team), " generator destroyed by ", t, "!\n");
640 self.iscaptured = FALSE;
641 self.islinked = FALSE;
642 self.isshielded = FALSE;
643 self.takedamage = DAMAGE_NO; // can't be hurt anymore
644 self.event_damage = SUB_Null; // won't do anything if hurt
645 self.count = 0; // reset counter
646 self.think = onslaught_generator_deaththink; // explosion sequence
647 self.nextthink = time; // start exploding immediately
648 self.think(); // do the first explosion now
650 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
652 onslaught_updatelinks();
656 setmodel(self, "models/onslaught/generator_dead.md3");
657 else if(self.health < self.max_health * 0.10)
658 setmodel(self, "models/onslaught/generator_dmg9.md3");
659 else if(self.health < self.max_health * 0.20)
660 setmodel(self, "models/onslaught/generator_dmg8.md3");
661 else if(self.health < self.max_health * 0.30)
662 setmodel(self, "models/onslaught/generator_dmg7.md3");
663 else if(self.health < self.max_health * 0.40)
664 setmodel(self, "models/onslaught/generator_dmg6.md3");
665 else if(self.health < self.max_health * 0.50)
666 setmodel(self, "models/onslaught/generator_dmg5.md3");
667 else if(self.health < self.max_health * 0.60)
668 setmodel(self, "models/onslaught/generator_dmg4.md3");
669 else if(self.health < self.max_health * 0.70)
670 setmodel(self, "models/onslaught/generator_dmg3.md3");
671 else if(self.health < self.max_health * 0.80)
672 setmodel(self, "models/onslaught/generator_dmg2.md3");
673 else if(self.health < self.max_health * 0.90)
674 setmodel(self, "models/onslaught/generator_dmg1.md3");
675 setsize(self, '-52 -52 -14', '52 52 75');
677 // Throw some flaming gibs on damage, more damage = more chance for gib
678 if(random() < damage/220)
680 sound(self, CHAN_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
683 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib1.md3", 5, TRUE);
685 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib2.md3", 5, TRUE);
687 ons_throwgib(hitloc + '0 0 20', force * -1, "models/onslaught/gen_gib3.md3", 5, TRUE);
691 // particles on every hit
692 pointparticles(particleeffectnum("sparks"), hitloc, force * -1, 1);
696 sound(self, CHAN_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE, ATTN_NORM);
698 sound(self, CHAN_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM);
701 //throw some gibs on damage
702 if(random() < damage/200+0.2)
704 ons_throwgib(hitloc + '0 0 20', randomvec()*360, "models/onslaught/gen_gib1.md3", 5, FALSE);
707 // update links after a delay
708 void onslaught_generator_delayed()
710 onslaught_updatelinks();
711 // now begin normal thinking
712 self.think = onslaught_generator_think;
713 self.nextthink = time;
716 string onslaught_generator_waypointsprite_for_team(entity e, float t)
720 if(e.team == COLOR_TEAM1)
721 return "ons-gen-red";
722 else if(e.team == COLOR_TEAM2)
723 return "ons-gen-blue";
726 return "ons-gen-shielded";
727 if(e.team == COLOR_TEAM1)
728 return "ons-gen-red";
729 else if(e.team == COLOR_TEAM2)
730 return "ons-gen-blue";
734 void onslaught_generator_updatesprite(entity e)
737 s1 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM1);
738 s2 = onslaught_generator_waypointsprite_for_team(e, COLOR_TEAM2);
739 s3 = onslaught_generator_waypointsprite_for_team(e, -1);
740 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
742 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
744 e.lastteam = e.team + 2;
745 e.lastshielded = e.isshielded;
748 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
749 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
751 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
755 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
756 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, FALSE));
758 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
760 WaypointSprite_Ping(e.sprite);
764 string onslaught_controlpoint_waypointsprite_for_team(entity e, float t)
769 a = onslaught_controlpoint_attackable(e, t);
770 if(a == 3 || a == 4) // ATTACK/TOUCH THIS ONE NOW
772 if(e.team == COLOR_TEAM1)
773 return "ons-cp-atck-red";
774 else if(e.team == COLOR_TEAM2)
775 return "ons-cp-atck-blue";
777 return "ons-cp-atck-neut";
779 else if(a == -2) // DEFEND THIS ONE NOW
781 if(e.team == COLOR_TEAM1)
782 return "ons-cp-dfnd-red";
783 else if(e.team == COLOR_TEAM2)
784 return "ons-cp-dfnd-blue";
786 else if(e.team == t || a == -1 || a == 1) // own point, or fire at it
788 if(e.team == COLOR_TEAM1)
790 else if(e.team == COLOR_TEAM2)
791 return "ons-cp-blue";
793 else if(a == 2) // touch it
794 return "ons-cp-neut";
798 if(e.team == COLOR_TEAM1)
800 else if(e.team == COLOR_TEAM2)
801 return "ons-cp-blue";
803 return "ons-cp-neut";
808 void onslaught_controlpoint_updatesprite(entity e)
811 s1 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM1);
812 s2 = onslaught_controlpoint_waypointsprite_for_team(e, COLOR_TEAM2);
813 s3 = onslaught_controlpoint_waypointsprite_for_team(e, -1);
814 WaypointSprite_UpdateSprites(e.sprite, s1, s2, s3);
817 sh = !(onslaught_controlpoint_can_be_linked(e, COLOR_TEAM1) || onslaught_controlpoint_can_be_linked(e, COLOR_TEAM2));
819 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
821 if(e.iscaptured) // don't mess up build bars!
825 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
829 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
830 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
835 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
836 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, FALSE));
838 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
842 if(e.team == COLOR_TEAM1 || e.team == COLOR_TEAM2)
843 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, FALSE));
845 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
847 WaypointSprite_Ping(e.sprite);
849 e.lastteam = e.team + 2;
851 e.lastcaptured = e.iscaptured;
855 void onslaught_generator_reset()
857 self.team = self.team_saved;
858 self.lasthealth = self.max_health = self.health = cvar("g_onslaught_gen_health");
859 self.takedamage = DAMAGE_AIM;
860 self.bot_attack = TRUE;
861 self.iscaptured = TRUE;
862 self.islinked = TRUE;
863 self.isshielded = TRUE;
864 self.enemy.solid = SOLID_NOT;
865 self.think = onslaught_generator_delayed;
866 self.nextthink = time + 0.2;
867 setmodel(self, "models/onslaught/generator.md3");
869 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
870 WaypointSprite_UpdateHealth(self.sprite, self.health);
873 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
876 spawnfunc_onslaught_link entities can target this.
879 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
880 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
882 void spawnfunc_onslaught_generator()
891 precache_model("models/onslaught/generator.md3");
892 precache_model("models/onslaught/generator_shield.md3");
893 precache_model("models/onslaught/generator_dmg1.md3");
894 precache_model("models/onslaught/generator_dmg2.md3");
895 precache_model("models/onslaught/generator_dmg3.md3");
896 precache_model("models/onslaught/generator_dmg4.md3");
897 precache_model("models/onslaught/generator_dmg5.md3");
898 precache_model("models/onslaught/generator_dmg6.md3");
899 precache_model("models/onslaught/generator_dmg7.md3");
900 precache_model("models/onslaught/generator_dmg8.md3");
901 precache_model("models/onslaught/generator_dmg9.md3");
902 precache_model("models/onslaught/generator_dead.md3");
903 precache_model("models/onslaught/shockwave.md3");
904 precache_model("models/onslaught/shockwavetransring.md3");
905 precache_model("models/onslaught/gen_gib1.md3");
906 precache_model("models/onslaught/gen_gib2.md3");
907 precache_model("models/onslaught/gen_gib3.md3");
908 precache_model("models/onslaught/ons_ray.md3");
909 precache_sound("onslaught/generator_decay.wav");
910 precache_sound("weapons/grenade_impact.wav");
911 precache_sound("weapons/rocket_impact.wav");
912 precache_sound("onslaught/generator_underattack.wav");
913 precache_sound("onslaught/shockwave.wav");
914 precache_sound("onslaught/ons_hit1.wav");
915 precache_sound("onslaught/ons_hit2.wav");
916 precache_sound("onslaught/electricity_explode.wav");
918 objerror("team must be set");
919 self.team_saved = self.team;
920 self.colormap = 1024 + (self.team - 1) * 17;
921 self.solid = SOLID_BBOX;
922 self.movetype = MOVETYPE_NONE;
923 self.lasthealth = self.max_health = self.health = cvar("g_onslaught_gen_health");
924 setmodel(self, "models/onslaught/generator.md3");
925 setsize(self, '-52 -52 -14', '52 52 75');
926 setorigin(self, self.origin);
927 self.takedamage = DAMAGE_AIM;
928 self.bot_attack = TRUE;
929 self.event_damage = onslaught_generator_damage;
930 self.iscaptured = TRUE;
931 self.islinked = TRUE;
932 self.isshielded = TRUE;
933 // helper entity that create fx when generator is damaged
934 onslaught_generator_damage_spawn(self);
935 // spawn shield model which indicates whether this can be damaged
936 self.enemy = e = spawn();
937 e.classname = "onslaught_generator_shield";
939 e.movetype = MOVETYPE_NONE;
940 e.effects = EF_ADDITIVE;
941 setmodel(e, "models/onslaught/generator_shield.md3");
942 setorigin(e, self.origin);
943 e.colormap = self.colormap;
945 self.think = onslaught_generator_delayed;
946 self.nextthink = time + 0.2;
947 InitializeEntity(self, onslaught_generator_delayed, INITPRIO_LAST);
949 WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite);
950 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
951 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
952 WaypointSprite_UpdateHealth(self.sprite, self.health);
954 waypoint_spawnforitem(self);
956 onslaught_updatelinks();
958 self.reset = onslaught_generator_reset;
963 .vector cp_origin, cp_bob_origin, cp_bob_dmg;
965 float ons_notification_time_team1;
966 float ons_notification_time_team2;
968 void onslaught_controlpoint_icon_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
975 if (self.owner.isshielded)
977 // this is protected by a shield, so ignore the damage
978 if (time > self.pain_finished)
979 if (attacker.classname == "player")
981 play2(attacker, "onslaught/damageblockedbyshield.wav");
982 self.pain_finished = time + 1;
987 if (attacker.classname == "player")
989 if(self.team == COLOR_TEAM1)
991 if(time - ons_notification_time_team1 > 10)
994 ons_notification_time_team1 = time;
997 else if(self.team == COLOR_TEAM2)
999 if(time - ons_notification_time_team2 > 10)
1002 ons_notification_time_team2 = time;
1009 play2team(self.team, "onslaught/controlpoint_underattack.wav");
1012 self.health = self.health - damage;
1013 if(self.owner.iscaptured)
1014 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1016 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / sys_ticrate));
1017 self.pain_finished = time + 1;
1018 self.punchangle = (2 * randomvec() - '1 1 1') * 45;
1019 self.cp_bob_dmg_z = (2 * random() - 1) * 15;
1020 // colormod flash when shot
1021 self.colormod = '2 2 2';
1022 // particles on every hit
1023 pointparticles(particleeffectnum("sparks"), hitloc, force*-1, 1);
1024 //sound on every hit
1026 sound(self, CHAN_TRIGGER, "onslaught/ons_hit1.wav", VOL_BASE+0.3, ATTN_NORM);
1028 sound(self, CHAN_TRIGGER, "onslaught/ons_hit2.wav", VOL_BASE+0.3, ATTN_NORM);
1030 if (self.health < 0)
1032 sound(self, CHAN_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
1033 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
1036 t = ColoredTeamName(attacker.team);
1037 bprint(ColoredTeamName(self.team), " ", self.message, " control point destroyed by ", t, "\n");
1038 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 25, "models/onslaught/controlpoint_icon_gib1.md3", 3, FALSE);
1039 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1040 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 45, "models/onslaught/controlpoint_icon_gib2.md3", 3, FALSE);
1041 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1042 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1043 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1044 ons_throwgib(self.origin, (2 * randomvec() - '1 1 1') * 75, "models/onslaught/controlpoint_icon_gib4.md3", 3, FALSE);
1046 self.owner.goalentity = world;
1047 self.owner.islinked = FALSE;
1048 self.owner.iscaptured = FALSE;
1049 self.owner.team = 0;
1050 self.owner.colormap = 1024;
1052 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
1054 onslaught_updatelinks();
1056 // Use targets now (somebody make sure this is in the right place..)
1064 self.owner.waslinked = self.owner.islinked;
1065 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
1066 setmodel(self.owner, "models/onslaught/controlpoint_pad.md3");
1067 //setsize(self, '-32 -32 0', '32 32 8');
1073 void onslaught_controlpoint_icon_think()
1076 self.nextthink = time + sys_ticrate;
1077 if (time > self.pain_finished + 5)
1079 if(self.health < self.max_health)
1081 self.health = self.health + self.count;
1082 if (self.health >= self.max_health)
1083 self.health = self.max_health;
1084 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1087 if (self.health < self.max_health * 0.25)
1088 setmodel(self, "models/onslaught/controlpoint_icon_dmg3.md3");
1089 else if (self.health < self.max_health * 0.50)
1090 setmodel(self, "models/onslaught/controlpoint_icon_dmg2.md3");
1091 else if (self.health < self.max_health * 0.75)
1092 setmodel(self, "models/onslaught/controlpoint_icon_dmg1.md3");
1093 else if (self.health < self.max_health * 0.90)
1094 setmodel(self, "models/onslaught/controlpoint_icon.md3");
1095 // colormod flash when shot
1096 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1098 if(self.owner.islinked != self.owner.waslinked)
1100 // unteam the spawnpoint if needed
1102 t = self.owner.team;
1103 if(!self.owner.islinked)
1104 self.owner.team = 0;
1112 self.owner.team = t;
1114 self.owner.waslinked = self.owner.islinked;
1116 if (self.punchangle_x > 2)
1117 self.punchangle_x = self.punchangle_x - 2;
1118 else if (self.punchangle_x < -2)
1119 self.punchangle_x = self.punchangle_x + 2;
1121 self.punchangle_x = 0;
1122 if (self.punchangle_y > 2)
1123 self.punchangle_y = self.punchangle_y - 2;
1124 else if (self.punchangle_y < -2)
1125 self.punchangle_y = self.punchangle_y + 2;
1127 self.punchangle_y = 0;
1128 if (self.punchangle_z > 2)
1129 self.punchangle_z = self.punchangle_z - 2;
1130 else if (self.punchangle_z < -2)
1131 self.punchangle_z = self.punchangle_z + 2;
1133 self.punchangle_z = 0;
1134 self.angles_x = self.punchangle_x;
1135 self.angles_y = self.punchangle_y + self.mangle_y;
1136 self.angles_z = self.punchangle_z;
1137 self.mangle_y = self.mangle_y + 1.5;
1139 self.cp_bob_origin_z = 4 * PI * (1 - cos(self.cp_bob_spd / 8));
1140 self.cp_bob_spd = self.cp_bob_spd + 0.5;
1141 if(self.cp_bob_dmg_z > 0)
1142 self.cp_bob_dmg_z = self.cp_bob_dmg_z - 0.1;
1144 self.cp_bob_dmg_z = 0;
1145 self.origin = self.cp_origin + self.cp_bob_origin + self.cp_bob_dmg;
1148 if(random() < 0.6 - self.health / self.max_health)
1150 pointparticles(particleeffectnum("electricity_sparks"), self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
1153 sound(self, CHAN_PAIN, "onslaught/ons_spark1.wav", VOL_BASE, ATTN_NORM);
1154 else if (random() > 0.5)
1155 sound(self, CHAN_PAIN, "onslaught/ons_spark2.wav", VOL_BASE, ATTN_NORM);
1159 void onslaught_controlpoint_icon_buildthink()
1164 self.nextthink = time + sys_ticrate;
1166 // only do this if there is power
1167 a = onslaught_controlpoint_can_be_linked(self.owner, self.owner.team);
1171 self.health = self.health + self.count;
1173 if (self.health >= self.max_health)
1175 self.health = self.max_health;
1176 self.count = cvar("g_onslaught_cp_regen") * sys_ticrate; // slow repair rate from now on
1177 self.think = onslaught_controlpoint_icon_think;
1178 sound(self, CHAN_TRIGGER, "onslaught/controlpoint_built.wav", VOL_BASE, ATTN_NORM);
1179 bprint(ColoredTeamName(self.team), " captured ", self.owner.message, " control point\n");
1180 self.owner.iscaptured = TRUE;
1182 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
1183 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
1185 onslaught_updatelinks();
1187 // Use targets now (somebody make sure this is in the right place..)
1193 self.cp_origin = self.origin;
1194 self.cp_bob_origin = '0 0 0.1';
1195 self.cp_bob_spd = 0;
1197 self.alpha = self.health / self.max_health;
1198 // colormod flash when shot
1199 self.colormod = '1 1 1' * (2 - bound(0, (self.pain_finished - time) / 10, 1));
1200 if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
1201 setmodel(self.owner, "models/onslaught/controlpoint_pad2.md3");
1202 //setsize(self, '-32 -32 0', '32 32 8');
1204 if(random() < 0.9 - self.health / self.max_health)
1205 pointparticles(particleeffectnum("rage"), self.origin + 10 * randomvec(), '0 0 -1', 1);
1211 void onslaught_controlpoint_touch()
1215 if (other.classname != "player")
1217 a = onslaught_controlpoint_attackable(self, other.team);
1218 if(a != 2 && a != 4)
1220 // we've verified that this player has a legitimate claim to this point,
1221 // so start building the captured point icon (which only captures this
1222 // point if it successfully builds without being destroyed first)
1223 self.goalentity = e = spawn();
1224 e.classname = "onslaught_controlpoint_icon";
1226 e.max_health = cvar("g_onslaught_cp_health");
1227 e.health = cvar("g_onslaught_cp_buildhealth");
1228 e.solid = SOLID_BBOX;
1229 e.movetype = MOVETYPE_NONE;
1230 setmodel(e, "models/onslaught/controlpoint_icon.md3");
1231 setsize(e, '-32 -32 -32', '32 32 32');
1232 setorigin(e, self.origin + '0 0 96');
1233 e.takedamage = DAMAGE_AIM;
1234 e.bot_attack = TRUE;
1235 e.event_damage = onslaught_controlpoint_icon_damage;
1236 e.team = other.team;
1237 e.colormap = 1024 + (e.team - 1) * 17;
1238 e.think = onslaught_controlpoint_icon_buildthink;
1239 e.nextthink = time + sys_ticrate;
1240 e.count = (e.max_health - e.health) * sys_ticrate / cvar("g_onslaught_cp_buildtime"); // how long it takes to build
1241 sound(e, CHAN_TRIGGER, "onslaught/controlpoint_build.wav", VOL_BASE, ATTN_NORM);
1243 self.colormap = e.colormap;
1244 WaypointSprite_UpdateBuildFinished(self.sprite, time + (e.max_health - e.health) / (e.count / sys_ticrate));
1245 onslaught_updatelinks();
1248 void onslaught_controlpoint_reset()
1250 if(self.goalentity && self.goalentity != world)
1251 remove(self.goalentity);
1252 self.goalentity = world;
1254 self.colormap = 1024;
1255 self.iscaptured = FALSE;
1256 self.islinked = FALSE;
1257 self.isshielded = TRUE;
1258 self.enemy.solid = SOLID_NOT;
1259 self.enemy.colormap = self.colormap;
1260 self.think = self.enemy.think = SUB_Null;
1261 self.nextthink = 0; // don't like SUB_Null :P
1262 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1263 //setsize(self, '-32 -32 0', '32 32 8');
1265 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1267 onslaught_updatelinks();
1270 SUB_UseTargets(); // to reset the structures, playerspawns etc.
1273 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
1274 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
1276 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
1279 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
1280 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
1281 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
1283 void spawnfunc_onslaught_controlpoint()
1291 precache_model("models/onslaught/controlpoint_pad.md3");
1292 precache_model("models/onslaught/controlpoint_pad2.md3");
1293 precache_model("models/onslaught/controlpoint_shield.md3");
1294 precache_model("models/onslaught/controlpoint_icon.md3");
1295 precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
1296 precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
1297 precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
1298 precache_model("models/onslaught/controlpoint_icon_gib1.md3");
1299 precache_model("models/onslaught/controlpoint_icon_gib2.md3");
1300 precache_model("models/onslaught/controlpoint_icon_gib4.md3");
1301 precache_sound("onslaught/controlpoint_build.wav");
1302 precache_sound("onslaught/controlpoint_built.wav");
1303 precache_sound("weapons/grenade_impact.wav");
1304 precache_sound("onslaught/damageblockedbyshield.wav");
1305 precache_sound("onslaught/controlpoint_underattack.wav");
1306 precache_sound("onslaught/ons_spark1.wav");
1307 precache_sound("onslaught/ons_spark2.wav");
1308 self.solid = SOLID_BBOX;
1309 self.movetype = MOVETYPE_NONE;
1310 setmodel(self, "models/onslaught/controlpoint_pad.md3");
1311 //setsize(self, '-32 -32 0', '32 32 8');
1312 setorigin(self, self.origin);
1313 self.touch = onslaught_controlpoint_touch;
1315 self.colormap = 1024;
1316 self.iscaptured = FALSE;
1317 self.islinked = FALSE;
1318 self.isshielded = TRUE;
1319 // spawn shield model which indicates whether this can be damaged
1320 self.enemy = e = spawn();
1321 e.classname = "onslaught_controlpoint_shield";
1322 e.solid = SOLID_NOT;
1323 e.movetype = MOVETYPE_NONE;
1324 e.effects = EF_ADDITIVE;
1325 setmodel(e, "models/onslaught/controlpoint_shield.md3");
1326 //setsize(e, '-32 -32 0', '32 32 128');
1327 setorigin(e, self.origin);
1328 e.colormap = self.colormap;
1330 waypoint_spawnforitem(self);
1332 WaypointSprite_SpawnFixed(string_null, e.origin + '0 0 1' * e.maxs_z, self, sprite);
1333 WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
1335 onslaught_updatelinks();
1337 self.reset = onslaught_controlpoint_reset;
1340 float onslaught_link_send(entity to, float sendflags)
1342 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
1343 WriteByte(MSG_ENTITY, sendflags);
1346 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
1347 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
1348 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
1352 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
1353 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
1354 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
1358 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
1363 void onslaught_link_checkupdate()
1365 // TODO check if the two sides have moved (currently they won't move anyway)
1366 float redpower, bluepower;
1368 redpower = bluepower = 0;
1369 if(self.goalentity.islinked)
1371 if(self.goalentity.team == COLOR_TEAM1)
1373 else if(self.goalentity.team == COLOR_TEAM2)
1376 if(self.enemy.islinked)
1378 if(self.enemy.team == COLOR_TEAM1)
1380 else if(self.enemy.team == COLOR_TEAM2)
1385 if(redpower == 1 && bluepower == 2)
1386 cc = (COLOR_TEAM1 - 1) * 0x01 + (COLOR_TEAM2 - 1) * 0x10;
1387 else if(redpower == 2 && bluepower == 1)
1388 cc = (COLOR_TEAM1 - 1) * 0x10 + (COLOR_TEAM2 - 1) * 0x01;
1390 cc = (COLOR_TEAM1 - 1) * 0x11;
1392 cc = (COLOR_TEAM2 - 1) * 0x11;
1396 //print(etos(self), " rp=", ftos(redpower), " bp=", ftos(bluepower), " ");
1397 //print("cc=", ftos(cc), "\n");
1399 if(cc != self.clientcolors)
1401 self.clientcolors = cc;
1402 self.SendFlags |= 4;
1405 self.nextthink = time;
1408 void onslaught_link_delayed()
1410 self.goalentity = find(world, targetname, self.target);
1411 self.enemy = find(world, targetname, self.target2);
1412 if (!self.goalentity)
1413 objerror("can not find target\n");
1415 objerror("can not find target2\n");
1416 dprint(etos(self.goalentity), " linked with ", etos(self.enemy), "\n");
1417 self.SendFlags |= 3;
1418 self.think = onslaught_link_checkupdate;
1419 self.nextthink = time;
1422 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
1423 Link between control points.
1425 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.
1428 "target" - first control point.
1429 "target2" - second control point.
1431 void spawnfunc_onslaught_link()
1438 if (self.target == "" || self.target2 == "")
1439 objerror("target and target2 must be set\n");
1440 InitializeEntity(self, onslaught_link_delayed, INITPRIO_FINDTARGET);
1441 Net_LinkEntity(self, FALSE, 0, onslaught_link_send);