2 float LMS_NewPlayerLives()
5 fl = autocvar_fraglimit;
9 // first player has left the game for dying too much? Nobody else can get in.
10 if(lms_lowest_lives < 1)
13 if(!autocvar_g_lms_join_anytime)
14 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
17 return bound(1, lms_lowest_lives, fl);
21 MUTATOR_HOOKFUNCTION(lms_RemovePlayer)
23 // Only if the player cannot play at all
24 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
25 self.frags = FRAGS_SPECTATOR;
27 self.frags = FRAGS_LMS_LOSER;
32 MUTATOR_HOOKFUNCTION(lms_PlayerSpawn)
34 // player is dead and becomes observer
35 // FIXME fix LMS scoring for new system
36 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
37 self.classname = "observer";
42 MUTATOR_HOOKFUNCTION(lms_ClientConnect)
44 self.classname = "player";
45 campaign_bots_may_start = 1;
47 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
49 PlayerScore_Add(self, SP_LMS_RANK, 666);
50 self.frags = FRAGS_SPECTATOR;
56 MUTATOR_HOOKFUNCTION(lms_PlayerThink)
58 if(self.deadflag == DEAD_DYING)
59 self.deadflag = DEAD_RESPAWNING;
64 MUTATOR_HOOKFUNCTION(lms_ForbidThrowing)
70 MUTATOR_HOOKFUNCTION(lms_GiveFragsForKill)
74 tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
75 if(tl < lms_lowest_lives)
76 lms_lowest_lives = tl;
80 lms_next_place = player_count;
82 lms_next_place = min(lms_next_place, player_count);
83 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
91 MUTATOR_HOOKFUNCTION(lms_SetStartItems)
93 start_items &~= IT_UNLIMITED_AMMO;
94 start_ammo_shells = cvar("g_lms_start_ammo_shells");
95 start_ammo_nails = cvar("g_lms_start_ammo_nails");
96 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
97 start_ammo_cells = cvar("g_lms_start_ammo_cells");
98 start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
99 start_health = cvar("g_lms_start_health");
100 start_armorvalue = cvar("g_lms_start_armor");
105 MUTATOR_HOOKFUNCTION(lms_KeepScore)
107 // don't clear player score
111 MUTATOR_HOOKFUNCTION(lms_FilterItem)
118 void lms_ScoreRules()
120 ScoreRules_basics(0, 0, 0, FALSE);
121 ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
122 ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
123 ScoreRules_basics_end();
126 void lms_Initialize()
128 lms_lowest_lives = 9999;
134 MUTATOR_DEFINITION(gamemode_lms)
136 MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY);
137 MUTATOR_HOOK(PlayerSpawn, lms_PlayerSpawn, CBC_ORDER_ANY);
138 MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY);
139 MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY);
140 MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY);
141 MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY);
142 MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY);
143 MUTATOR_HOOK(PlayerClearScore, lms_KeepScore, CBC_ORDER_ANY);
144 MUTATOR_HOOK(FilterItem, lms_FilterItem, CBC_ORDER_ANY);
148 if(time > 1) // game loads at time 1
149 error("This is a game type and it cannot be added at runtime.");
153 MUTATOR_ONROLLBACK_OR_REMOVE
155 // we actually cannot roll back lms_Initialize here
156 // BUT: we don't need to! If this gets called, adding always
162 print("This is a game type and it cannot be removed at runtime.");