3 #include <common/mutators/mutator/instagib/items.qh>
4 #include <server/campaign.qh>
5 #include <server/command/_mod.qh>
6 #include <server/world.qh>
7 #include <server/items/items.qh>
9 int autocvar_g_lms_extra_lives;
10 float autocvar_g_lms_forfeit_min_match_time;
11 bool autocvar_g_lms_join_anytime;
12 int autocvar_g_lms_last_join;
13 bool autocvar_g_lms_items;
14 bool autocvar_g_lms_regenerate;
15 int autocvar_g_lms_leader_lives_diff = 2;
16 float autocvar_g_lms_leader_minpercent = 0.5;
17 float autocvar_g_lms_leader_wp_interval = 25;
18 float autocvar_g_lms_leader_wp_interval_jitter = 10;
19 float autocvar_g_lms_leader_wp_time = 5;
20 float autocvar_g_lms_dynamic_respawn_delay = 1;
21 float autocvar_g_lms_dynamic_respawn_delay_base = 2;
22 float autocvar_g_lms_dynamic_respawn_delay_increase = 3;
23 float autocvar_g_lms_dynamic_respawn_delay_max = 20;
24 bool autocvar_g_lms_dynamic_vampire = 1;
25 float autocvar_g_lms_dynamic_vampire_factor_base = 0.1;
26 float autocvar_g_lms_dynamic_vampire_factor_increase = 0.1;
27 float autocvar_g_lms_dynamic_vampire_factor_max = 0.5;
28 int autocvar_g_lms_dynamic_vampire_min_lives_diff = 2;
32 float lms_visible_leaders_time;
33 bool lms_visible_leaders = true; // triggers lms_visible_leaders_time update in the first frame
34 bool lms_visible_leaders_prev;
35 bool autocvar_g_lms_rot;
38 int LMS_NewPlayerLives()
40 int fl = floor(autocvar_fraglimit);
41 if(fl == 0 || fl > 999)
44 // first player has left the game for dying too much? Nobody else can get in.
45 if(lms_lowest_lives < 1)
48 if(!autocvar_g_lms_join_anytime)
49 if(lms_lowest_lives < fl - max(0, floor(autocvar_g_lms_last_join)))
52 return bound(1, lms_lowest_lives, fl);
57 // LMS winning condition: game terminates if and only if there's at most one
58 // one player who's living lives. Top two scores being equal cancels the time
60 int WinningCondition_LMS()
62 if (warmup_stage || time <= game_starttime)
65 entity first_player = NULL;
68 FOREACH_CLIENT(true, {
69 if (IS_PLAYER(it) && it.frags == FRAGS_PLAYER)
75 else if (GameRules_scoring_add(it, LMS_RANK, 0))
83 // two or more active players - continue with the game
85 if (autocvar_g_campaign && campaign_bots_may_start)
87 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
88 float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
90 return WINNING_YES; // human player lost, game over
97 // exactly one player?
101 if (LMS_NewPlayerLives())
103 if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
105 GameRules_scoring_add(first_player, LMS_RANK, 1);
106 first_player.winning = 1;
109 // game still running (that is, nobody got removed from the game by a frag yet)? then continue
115 // and assign him his first place
116 GameRules_scoring_add(first_player, LMS_RANK, 1);
117 first_player.winning = 1;
124 // nobody is playing at all...
125 if (LMS_NewPlayerLives())
127 if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
132 // wait for players...
136 // SNAFU (maybe a draw game?)
138 LOG_TRACE("No players, ending game.");
143 // When we get here, we have at least two players who are actually LIVING,
144 // now check if the top two players have equal score.
145 WinningConditionHelper(NULL);
148 if(WinningConditionHelper_winner)
149 WinningConditionHelper_winner.winning = true;
150 if(WinningConditionHelper_topscore == WinningConditionHelper_secondscore)
151 return WINNING_NEVER;
153 // Top two have different scores? Way to go for our beloved TIMELIMIT!
157 // runs on waypoints which are attached to leaders, updates once per frame
158 bool lms_waypointsprite_visible_for_player(entity this, entity player, entity view)
162 return false; // we don't want spectators of leaders to see the attached waypoint on the top of their screen
164 if (!lms_visible_leaders)
170 int lms_leaders_lives_diff;
171 void lms_UpdateLeaders()
175 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
176 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
177 if (lives > max_lives)
182 int second_max_lives = 0;
183 int pl_cnt_with_max_lives = 0;
184 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
185 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
186 if (lives == max_lives)
187 pl_cnt_with_max_lives++;
188 else if (lives > second_max_lives)
189 second_max_lives = lives;
192 lms_leaders_lives_diff = max_lives - second_max_lives;
194 int lives_diff = autocvar_g_lms_leader_lives_diff;
195 if (lms_leaders_lives_diff >= lives_diff && pl_cnt_with_max_lives <= pl_cnt * autocvar_g_lms_leader_minpercent)
196 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
197 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
198 if (lives == max_lives)
201 it.lms_leader = true;
205 it.lms_leader = false;
209 FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
210 if (it.waypointsprite_attachedforcarrier)
211 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
212 it.lms_leader = false;
217 MUTATOR_HOOKFUNCTION(lms, reset_map_global)
219 lms_lowest_lives = 999;
222 MUTATOR_HOOKFUNCTION(lms, reset_map_players)
224 FOREACH_CLIENT(true, {
225 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
227 // players who forfeited (rank >= 256) become spectators
228 if (it.lms_spectate_warning == 2)
229 it.frags = FRAGS_SPECTATOR;
231 it.frags = FRAGS_PLAYER;
234 CS(it).killcount = 0;
235 INGAME_STATUS_CLEAR(it);
236 it.lms_spectate_warning = 0;
237 GameRules_scoring_add(it, LMS_RANK, -GameRules_scoring_add(it, LMS_RANK, 0));
238 GameRules_scoring_add(it, LMS_LIVES, -GameRules_scoring_add(it, LMS_LIVES, 0));
240 if (it.frags != FRAGS_PLAYER)
243 TRANSMUTE(Player, it);
244 PutClientInServer(it);
245 it.lms_leader = false;
246 if (it.waypointsprite_attachedforcarrier)
247 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
251 // FIXME add support for sv_ready_restart_after_countdown
252 // that is find a way to respawn/reset players IN GAME without setting lives to 0
253 MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
256 sv_ready_restart_after_countdown = 0;
259 // returns true if player is added to the game
260 bool lms_AddPlayer(entity player)
264 int lives = GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
267 if (time < game_starttime)
268 INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
270 INGAME_STATUS_SET(player, INGAME_STATUS_JOINING); // this is just to delay setting health and armor that can't be done here
272 if (warmup_stage || time <= game_starttime)
274 if(player.lms_spectate_warning)
276 player.lms_spectate_warning = 0;
277 GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
278 int lives = GameRules_scoring_add(player, LMS_LIVES, 0);
280 GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
285 if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
287 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
294 MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
296 entity player = M_ARGV(0, entity);
297 if (!warmup_stage && (IS_BOT_CLIENT(player) || CS(player).jointime != time))
299 if (GameRules_scoring_add(player, LMS_RANK, 0) || !lms_AddPlayer(player))
300 TRANSMUTE(Observer, player);
304 MUTATOR_HOOKFUNCTION(lms, PlayerSpawn)
306 entity player = M_ARGV(0, entity);
308 if (warmup_stage || time < game_starttime)
311 if (INGAME_JOINING(player))
313 // spawn player with the same amount of health / armor
314 // as the least healthy player with the least number of lives
315 int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
316 float min_health = start_health;
317 float min_armorvalue = start_armorvalue;
318 FOREACH_CLIENT(it != player && IS_PLAYER(it) && !IS_DEAD(it) && GameRules_scoring_add(it, LMS_LIVES, 0) == pl_lives, {
319 if (GetResource(it, RES_HEALTH) < min_health)
320 min_health = GetResource(it, RES_HEALTH);
321 if (GetResource(it, RES_ARMOR) < min_armorvalue)
322 min_armorvalue = GetResource(it, RES_ARMOR);
324 if (min_health != start_health)
325 SetResource(player, RES_HEALTH, max(1, min_health));
326 if (min_armorvalue != start_armorvalue)
327 SetResource(player, RES_ARMOR, min_armorvalue);
328 INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
332 MUTATOR_HOOKFUNCTION(lms, ForbidSpawn)
334 entity player = M_ARGV(0, entity);
336 if (warmup_stage || lms_AddPlayer(player))
342 void lms_RemovePlayer(entity player)
344 if (warmup_stage || time < game_starttime)
347 float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
350 if (player.lms_spectate_warning < 2)
352 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
354 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
357 GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
359 else if (INGAME(player))
361 int min_forfeiter_rank = 665; // different from 666
362 FOREACH_CLIENT(it != player, {
363 // update rank of other players that were eliminated
364 if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
366 float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
367 if (it_rank > player_rank && it_rank <= 256)
368 GameRules_scoring_add(it, LMS_RANK, -1);
369 if (it_rank > 256 && it_rank <= min_forfeiter_rank)
370 min_forfeiter_rank = it_rank - 1;
372 else if (it.frags != FRAGS_SPECTATOR)
374 float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
375 if(tl < lms_lowest_lives)
376 lms_lowest_lives = tl;
379 GameRules_scoring_add(player, LMS_RANK, min_forfeiter_rank);
381 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
382 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
383 TRANSMUTE(Observer, player);
385 if (autocvar_g_lms_leader_lives_diff > 0)
389 if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
391 if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
392 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
394 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
398 MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
400 entity player = M_ARGV(0, entity);
402 // no further message other than the disconnect message
403 player.lms_spectate_warning = 3;
405 lms_RemovePlayer(player);
406 INGAME_STATUS_CLEAR(player);
409 MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
411 entity player = M_ARGV(0, entity);
412 bool is_forced = M_ARGV(1, bool);
414 if (!IS_PLAYER(player))
417 if (warmup_stage || time <= game_starttime)
419 GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
420 player.frags = FRAGS_SPECTATOR;
421 TRANSMUTE(Observer, player);
422 INGAME_STATUS_CLEAR(player);
427 player.lms_spectate_warning = 2;
428 if (!GameRules_scoring_add(player, LMS_RANK, 0))
429 lms_RemovePlayer(player);
431 return true; // prevent team reset
434 MUTATOR_HOOKFUNCTION(lms, ClientConnect)
436 entity player = M_ARGV(0, entity);
437 player.frags = FRAGS_SPECTATOR;
440 MUTATOR_HOOKFUNCTION(lms, PlayerPreThink)
442 entity player = M_ARGV(0, entity);
444 // recycled REDALIVE and BLUEALIVE to avoid adding a dedicated stat
445 STAT(REDALIVE, player) = lms_leaders;
446 STAT(BLUEALIVE, player) = lms_leaders_lives_diff;
448 if(player.deadflag == DEAD_DYING)
449 player.deadflag = DEAD_RESPAWNING;
452 MUTATOR_HOOKFUNCTION(lms, SV_StartFrame)
454 if (intermission_running)
458 FOREACH_CLIENT(true, {
459 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME && it.lms_leader)
463 float leader_time = autocvar_g_lms_leader_wp_time;
464 float leader_interval = leader_time + autocvar_g_lms_leader_wp_interval;
465 lms_visible_leaders_prev = lms_visible_leaders;
466 lms_visible_leaders = (lms_leaders && time > lms_visible_leaders_time && time < lms_visible_leaders_time + leader_time);
467 if (!lms_leaders || (lms_visible_leaders_prev && !lms_visible_leaders))
468 lms_visible_leaders_time = time + leader_interval + random() * autocvar_g_lms_leader_wp_interval_jitter;
470 FOREACH_CLIENT(true, {
471 STAT(OBJECTIVE_STATUS, it) = lms_visible_leaders;
472 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
476 if (!it.waypointsprite_attachedforcarrier)
478 WaypointSprite_AttachCarrier(WP_LmsLeader, it, RADARICON_FLAGCARRIER);
479 it.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = lms_waypointsprite_visible_for_player;
480 WaypointSprite_UpdateRule(it.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
481 vector pl_color = colormapPaletteColor(it.clientcolors & 0x0F, false);
482 WaypointSprite_UpdateTeamRadar(it.waypointsprite_attachedforcarrier, RADARICON_FLAGCARRIER, pl_color);
483 WaypointSprite_Ping(it.waypointsprite_attachedforcarrier);
485 if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
486 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_LEADER);
488 else // if (!it.lms_leader)
490 if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
492 if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
493 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_OTHER);
495 if (it.waypointsprite_attachedforcarrier)
496 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
502 MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
504 if(!autocvar_g_lms_regenerate)
505 M_ARGV(2, float) = 0;
506 if(!autocvar_g_lms_rot)
507 M_ARGV(3, float) = 0;
508 return (!autocvar_g_lms_regenerate && !autocvar_g_lms_rot);
511 MUTATOR_HOOKFUNCTION(lms, PlayerPowerups)
513 entity player = M_ARGV(0, entity);
514 if (player.waypointsprite_attachedforcarrier)
515 player.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
517 player.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
520 MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
526 MUTATOR_HOOKFUNCTION(lms, Damage_Calculate)
528 if (!autocvar_g_lms_dynamic_vampire)
531 entity frag_attacker = M_ARGV(1, entity);
532 entity frag_target = M_ARGV(2, entity);
533 float frag_damage = M_ARGV(4, float);
535 if (IS_PLAYER(frag_attacker) && !IS_DEAD(frag_attacker)
536 && IS_PLAYER(frag_target) && !IS_DEAD(frag_target) && frag_attacker != frag_target)
538 float vampire_factor = 0;
540 int frag_attacker_lives = GameRules_scoring_add(frag_attacker, LMS_LIVES, 0);
541 int frag_target_lives = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
542 int diff = frag_target_lives - frag_attacker_lives - autocvar_g_lms_dynamic_vampire_min_lives_diff;
545 vampire_factor = autocvar_g_lms_dynamic_vampire_factor_base + diff * autocvar_g_lms_dynamic_vampire_factor_increase;
546 if (vampire_factor > 0)
548 vampire_factor = min(vampire_factor, autocvar_g_lms_dynamic_vampire_factor_max);
549 SetResourceExplicit(frag_attacker, RES_HEALTH,
550 min(GetResource(frag_attacker, RES_HEALTH) + frag_damage * vampire_factor, start_health));
555 MUTATOR_HOOKFUNCTION(lms, PlayerDied)
557 if (!warmup_stage && autocvar_g_lms_leader_lives_diff > 0)
561 MUTATOR_HOOKFUNCTION(lms, CalculateRespawnTime)
563 entity player = M_ARGV(0, entity);
564 player.respawn_flags |= RESPAWN_FORCE;
566 int pl_lives = GameRules_scoring_add(player, LMS_LIVES, 0);
569 player.respawn_flags = RESPAWN_SILENT;
570 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
571 player.respawn_time = time + 2;
575 if (autocvar_g_lms_dynamic_respawn_delay <= 0)
580 FOREACH_CLIENT(it != player && IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
581 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
582 if (lives > max_lives)
587 // min delay with only 2 players
588 if (pl_cnt == 1) // player wasn't counted
591 float dlay = autocvar_g_lms_dynamic_respawn_delay_base +
592 autocvar_g_lms_dynamic_respawn_delay_increase * max(0, max_lives - pl_lives);
593 player.respawn_time = time + min(autocvar_g_lms_dynamic_respawn_delay_max, dlay);
597 MUTATOR_HOOKFUNCTION(lms, GiveFragsForKill)
599 entity frag_target = M_ARGV(1, entity);
601 if (!warmup_stage && time > game_starttime)
604 int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
605 if(tl < lms_lowest_lives)
606 lms_lowest_lives = tl;
610 FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
613 frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
614 GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
617 M_ARGV(2, float) = 0; // frag score
622 MUTATOR_HOOKFUNCTION(lms, SetStartItems)
624 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
625 if(!cvar("g_use_ammunition"))
626 start_items |= IT_UNLIMITED_AMMO;
628 start_health = warmup_start_health = cvar("g_lms_start_health");
629 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
630 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
631 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
632 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
633 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
634 start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
635 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
638 MUTATOR_HOOKFUNCTION(lms, ForbidPlayerScore_Clear)
640 // don't clear player score
644 MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
646 if (autocvar_g_lms_items)
649 entity definition = M_ARGV(0, entity);
651 if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
655 return (autocvar_g_pickup_items <= 0); // only allow items if explicitly enabled
658 void lms_extralife(entity this)
660 StartItem(this, ITEM_ExtraLife);
663 MUTATOR_HOOKFUNCTION(lms, OnEntityPreSpawn)
665 if (MUTATOR_RETURNVALUE) return false;
666 if (!autocvar_g_powerups) return false;
667 if (!autocvar_g_lms_extra_lives) return false;
669 entity ent = M_ARGV(0, entity);
671 // Can't use .itemdef here
672 if (ent.classname != "item_health_mega") return false;
675 setthink(e, lms_extralife);
677 e.nextthink = time + 0.1;
678 e.spawnflags = ent.spawnflags;
679 e.noalign = ent.noalign;
680 setorigin(e, ent.origin);
685 MUTATOR_HOOKFUNCTION(lms, ItemTouch)
687 if(MUTATOR_RETURNVALUE) return false;
689 entity item = M_ARGV(0, entity);
690 entity toucher = M_ARGV(1, entity);
692 if(item.itemdef == ITEM_ExtraLife)
694 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
695 GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
696 return MUT_ITEMTOUCH_PICKUP;
699 return MUT_ITEMTOUCH_CONTINUE;
702 MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
704 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
705 if (INGAME(it) && it.lms_spectate_warning < 2)
706 ++M_ARGV(0, int); // activerealplayers
707 ++M_ARGV(1, int); // realplayers
713 MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
715 entity player = M_ARGV(0, entity);
717 if(warmup_stage || time < game_starttime || player.lms_spectate_warning)
719 // for the forfeit message...
720 player.lms_spectate_warning = 2;
724 if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
726 player.lms_spectate_warning = 1;
727 sprint(player, "^1WARNING:^7 you can't rejoin this match after spectating. Use the same command again to spectate anyway.\n");
728 Send_Notification(NOTIF_ONE_ONLY, player, MSG_CENTER, CENTER_LMS_SPECWARN);
730 return MUT_SPECCMD_RETURN;
732 return MUT_SPECCMD_CONTINUE;
735 MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
737 M_ARGV(0, float) = WinningCondition_LMS();
741 MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
743 if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
744 M_ARGV(0, string) = autocvar_g_lms_weaponarena;
747 MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
750 if(M_ARGV(0, entity) == SP_LMS_RANK) // score field
751 return true; // allow writing to this field in intermission as it is needed for newly joining players
754 void lms_Initialize()
756 lms_lowest_lives = 999;