+// g_<gametype>_str:
+// If 0, default is used.
+// If <0, 0 is used.
+// Otherwise, g_str (default value) is used.
+// For consistency, negative values there are mapped to zero too.
+#define GAMETYPE_DEFAULTED_SETTING(str) \
+ ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
+ (gametype_setting_tmp < 0) ? 0 : \
+ (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
+ gametype_setting_tmp)
+
+
+void calculate_player_respawn_time()
+{
+ float gametype_setting_tmp;
+ float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
+ float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
+ float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
+ float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
+ float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
+ float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
+
+ float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
+ entity pl;
+ if (teamplay)
+ {
+ FOR_EACH_PLAYER(pl)
+ if (pl != self)
+ if (pl.team == self.team)
+ ++pcount;
+ if (sdelay_small_count == 0)
+ sdelay_small_count = 1;
+ if (sdelay_large_count == 0)
+ sdelay_large_count = 1;
+ }
+ else
+ {
+ FOR_EACH_PLAYER(pl)
+ if (pl != self)
+ ++pcount;
+ if (sdelay_small_count == 0)
+ {
+ if (g_cts)
+ {
+ // Players play independently. No point in requiring enemies.
+ sdelay_small_count = 1;
+ }
+ else
+ {
+ // Players play AGAINST each other. Enemies required.
+ sdelay_small_count = 2;
+ }
+ }
+ if (sdelay_large_count == 0)
+ {
+ if (g_cts)
+ {
+ // Players play independently. No point in requiring enemies.
+ sdelay_large_count = 1;
+ }
+ else
+ {
+ // Players play AGAINST each other. Enemies required.
+ sdelay_large_count = 2;
+ }
+ }
+ }
+
+ float sdelay;
+
+ if (pcount <= sdelay_small_count)
+ sdelay = sdelay_small;
+ else if (pcount >= sdelay_large_count)
+ sdelay = sdelay_large;
+ else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
+ sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
+
+ if(waves)
+ self.respawn_time = ceil((time + sdelay) / waves) * waves;
+ else
+ self.respawn_time = time + sdelay;
+
+ if(sdelay < sdelay_max)
+ self.respawn_time_max = time + sdelay_max;
+ else
+ self.respawn_time_max = self.respawn_time;
+
+ if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
+ self.respawn_countdown = 10; // first number to count down from is 10
+ else
+ self.respawn_countdown = -1; // do not count down
+
+ if(autocvar_g_forced_respawn)
+ self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+}
+