//Braundorf b4 script
//Written (with sections copied and pasted from other scripts) by Brevik
//last edit: syd 25-may-05 - fixed plant time + misc bugs.

game_manager
{
	spawn
   	{
		create
		{
			scriptName "bugfix1"
			classname "func_fakebrush"
			origin "3583 -2771 144"
			contents 65536  // CONTENTS_PLAYERCLIP
			mins "-5 -5 -5"
			maxs "5 5 5"
		}
		create
		{
			scriptName "bugfix2"
			classname "func_fakebrush"
			origin "3922 -3995 144"
			contents 65536  // CONTENTS_PLAYERCLIP
			mins "-5 -5 -5"
			maxs "5 5 5"
		}
		create
		{
			scriptName "bugfix3"
			classname "func_fakebrush"
			origin "2374 -2484 128"
			contents 65536  // CONTENTS_PLAYERCLIP
			mins "-10 -10 -22"
			maxs "10 10 22"
		}

		remapshaderflush

		// Game rules
		wm_axis_respawntime	30
		wm_allied_respawntime	20
		wm_number_of_objectives	7
		wm_set_round_timelimit	20

		// Objectives
		//1 Primary: Blow up Main Gate
		//2 Primary: Destroy Bunker Controls
		//3 Secondary: Blow up Side Door
		//4 Secondary: Hold Factory District
		//5 Build Command Post
		//6 Destroy Side Gate


		// Current main objectives for each team (0=Axis, 1=Allies)
		wm_objective_status 1 0 0
		wm_objective_status 1 1 0
		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
		wm_objective_status 3 0 0
		wm_objective_status 3 1 0
		wm_objective_status 4 0 0
		wm_objective_status 4 1 0
		wm_objective_status 5 0 0
		wm_objective_status 5 1 0
		wm_objective_status 6 0 0
		wm_objective_status 6 1 0
		wm_objective_status 7 0 0
		wm_objective_status 7 1 0

		wm_set_main_objective		2	0
		wm_set_main_objective		2	1

		//Accum values
		accum 1 set 0 //Overall Allied status
		accum 2 set 2 //set 2 = null value

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0

		// Winner on expiration of round timer (0=Axis, 1=Allies, -1=no winner at expiration)
		wm_setwinner	0
		wait 150


		// Set initial spawn points for both teams
		setautospawn	"Factory District Spawn"	1 //Uses name from description field of team_WOLF_objective
		setautospawn	"Factory District Spawn"	0

		// Announce "build the command post..."

		wait 1000
		// *----------------------------------- vo ------------------------------------------*
		// wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		// wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		// wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*


	}

	trigger endgame
	{

   		wait 500

		wm_objective_status 2 1 1
		wm_objective_status 2 0 2

		// Set the round winner:  0 == AXIS, 1 == ALLIED
		wm_setwinner 1

		// End the round
		wm_endround

		wait 500
	}
}

//End of Game_manager section


// --------------------
// BUNKER CONTROLS CODE
// --------------------

bunker_controls_script
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{

		// wait 200

   		wm_announce "Allies have destroyed the Bunker Controls!"

  		// wm_teamvoiceannounce 0 "allies_hq_objective_destroyed"
		// wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"

		trigger game_manager endgame
		setstate bc_debris default
		setstate bc_smoke default
		togglespeaker bc_explosion2
	}
}

bc_debris_script
{
	spawn
	{
		wait 200
		setstate bc_debris invisible
	}
}

bc_smoke_script
{
	spawn
	{
		wait 200
		setstate bc_smoke invisible
	}
}



// --------------
// MAIN GATE CODE
// --------------

main_gate_script
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{

		trigger forward_spawn force_allied
		trigger forward_spawn check_obj
		trigger forward_spawn kill
		setstate mg_debris default

		wm_announce "Allies have destroyed the Main Gate!"

		wm_teamvoiceannounce 0 "allies_hq_objective_destroyed"
		wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"

		wm_objective_status 		1 0 2
		wm_objective_status 		1 1 1

	}
}

mg_debris_script
{
	spawn
	{
		wait 200
		setstate mg_debris invisible
	}
}


// --------------
// SIDE DOOR CODE
// --------------

side_door_script
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{

		wm_announce "Allies have destroyed the Side Door!"

		wm_teamvoiceannounce 0 "allies_hq_objective_destroyed"
		wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"

		wm_objective_status 		3 0 2
		wm_objective_status 		3 1 1

	}
}


// --------------
// SIDE GATE CODE
// --------------

side_gate
{
	spawn
	{
		wait 200
		constructible_class 2
		constructible_constructxpbonus 7
		constructible_destructxpbonus 7
	}

	built final
	{
		wm_announce "The side gate has been built!"

		wm_teamvoiceannounce 0 "axis_hq_const_completed"
		wm_teamvoiceannounce 1 "axis_hq_const_completed"

		setstate side_gate default
		setstate side_gate_materials invisible
		setstate side_gate_materials_extras invisible
		setstate cm_marker_sidegate default

		wm_objective_status 7 0 1
		wm_objective_status 7 1 2
	}

	decayed final
	{
		setstate side_gate_materials default
		setstate side_gate_materials_extras default
		setstate side_gate invisible
		setstate cm_marker_sidegate invisible
	}

	death
	{
		wm_announce "The side gate has been destroyed!"

		wm_teamvoiceannounce 0 "allies_hq_const_destroyed"
		wm_teamvoiceannounce 1 "allies_hq_const_destroyed"

		setstate side_gate_materials default
		setstate side_gate_materials_extras default
		setstate cm_marker_sidegate invisible

		wm_objective_status 7 0 2
		wm_objective_status 7 1 1
	}
}

cm_marker_sidegate
{
	spawn
	{
		wait 200
		setstate cm_marker_sidegate invisible
	}
}


// ------------------
// FORWARD SPAWN CODE
// ------------------

forward_spawn
{
	spawn
	{

		accum 0 set 0
	}

	trigger axis_capture
	{
		// setstate forwardflag_wobj default
		accum 0 abort_if_equal 0
		accum 0 set 0
		alertentity forwardflag_wobj


		// Some kind of UI pop-up to alert players
		wm_announce	"Axis recapture the factory district!"

		wm_teamvoiceannounce 0 "axis_hq_objective_captured"
		wm_teamvoiceannounce 1 "allies_hq_objective_lost"

		wm_objective_status 		4 0 1
		wm_objective_status 		4 1 2

	}

	trigger allied_capture
	{
		// setstate forwardflag_wobj default
		accum 0 abort_if_equal 1
		accum 0 set 1
		alertentity forwardflag_wobj

		// Message to alert players
		wm_announce	"Allies capture the factory district!"

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"

		wm_objective_status 		4 0 2
		wm_objective_status 		4 1 1
	}


	trigger check_obj
	{
		accum 0 abort_if_equal 1 // Do Allied own the flag?
		wm_objective_status 		4 0 2
		wm_objective_status 		4 1 1
	}

	trigger force_allied
	{
		accum 0 abort_if_equal 1 // Do Allied own the flag?
		alertentity forwardflag_wobj
		alertentity forward_spawn

		// Message to alert players
		wm_announce	"Allies permanently capture the factory district!"

		wm_teamvoiceannounce 0 "axis_hq_objective_lost"
		wm_teamvoiceannounce 1 "allies_hq_objective_captured"

		wm_objective_status 		4 0 2
		wm_objective_status 		4 1 1
	}

	trigger kill
	{
		remove
	}
}

// -------------------------------------------------
// COMMAND POST CODE:  Copied from sock's online LDR
// -------------------------------------------------

// ================================================
neutral_cp_toi
{
	spawn
	{
		wait 50
		accum 3 set 0	// 0=Neutral Closed, 1=Allied Damaged, 2=Axis Damaged

		trigger self show_previous_cabinet		// Setup teamdoors and correct cabinet
	}

	trigger set_alliedcabinet
	{
		accum 3 set 1			// Allied cabinet has been built
	}

	trigger set_axiscabinet
	{
		accum 3 set 2			// Axis cabinet has been built
	}

	trigger show_previous_cabinet			// Show correct CP state
	{
		accum 3 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet
		accum 3 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet
		accum 3 trigger_if_equal 2 neutral_cp_toi show_axis_cabinet
	}

	trigger show_neutral_cabinet			// Neutral Closed CP
	{
		setstate neutral_cp_closed default
		setstate neutral_cp_closed_model default
	}

	trigger show_allied_cabinet			// Allied damaged CP
	{
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}

	trigger show_axis_cabinet			// Axis damaged CP
	{
		setstate axis_cp_damaged default
		setstate axis_cp_damaged_model default
	}

	trigger hide_all_cabinet			// Hide all previous CP states
	{
		setstate neutral_cp_closed invisible
		setstate neutral_cp_closed_model invisible
		setstate allied_cp_damaged invisible
		setstate allied_cp_damaged_model invisible
		setstate axis_cp_damaged invisible
		setstate axis_cp_damaged_model invisible
	}
}

// ================================================
allied_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate allied_cp_damaged invisible	// Hide damaged CP model+clip
		setstate allied_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		wm_objective_status 5 0 0
		wm_objective_status 5 1 0
		wm_objective_status 6 0 0
		wm_objective_status 6 1 0

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker allied_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		wm_objective_status 5 0 2
		wm_objective_status 5 1 1
		wm_objective_status 6 0 2
		wm_objective_status 6 1 1

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker allied_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_alliedcabinet	// Allied cabinet has been built
		trigger self enable_cp_features		// Increase charge bar times
		trigger cpspawn_wobj on

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times
		trigger cpspawn_wobj off

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *----------------------------------- vo ------------------------------------------*
	}
}

// ================================================
axis_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate axis_cp_damaged invisible	// Hide damaged CP model+clip
		setstate axis_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1

		wm_objective_status 5 0 0
		wm_objective_status 5 1 0
		wm_objective_status 6 0 0
		wm_objective_status 6 1 0

		sethqstatus 0 0			// Landmines team warning message
		disablespeaker axis_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate axis_cp_open_model default	// Show open CP model

		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75

		wm_objective_status 5 0 1
		wm_objective_status 5 1 2
		wm_objective_status 6 0 1
		wm_objective_status 6 1 2

		sethqstatus 0 1			// Landmines team warning message
		enablespeaker axis_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_axiscabinet	// Allied cabinet built
		trigger self enable_cp_features		// Increase charge bar times

		wm_objective_status 5 0 1
		wm_objective_status 5 1 2

		wm_announce "Axis Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Allied team has destroyed the Axis Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}
}


// -----------------------
// COMMAND POST SPAWN CODE
// -----------------------

cp_spawn
{
	spawn
	{
		wait 50
		setstate cp_spawn invisible
	}
}

cpspawn_wobj
{
	spawn
	{
		wait 50
		setstate cpspawn_wobj invisible
		setstate cp_spawn invisible
	}

	trigger on
	{
		setstate cpspawn_wobj default
		setstate cp_spawn default
	}

	trigger off
	{
		setstate cpspawn_wobj invisible
		setstate cp_spawn invisible
	}
}



