if(g_ca)
{
ActivateTeamplay();
fraglimit_override = autocvar_g_ca_point_limit;
leadlimit_override = autocvar_g_ca_point_leadlimit;
MUTATOR_ADD(gamemode_ca);
if(g_ca)
{
ActivateTeamplay();
fraglimit_override = autocvar_g_ca_point_limit;
leadlimit_override = autocvar_g_ca_point_leadlimit;
MUTATOR_ADD(gamemode_ca);
fraglimit_override = autocvar_g_freezetag_point_limit;
leadlimit_override = autocvar_g_freezetag_point_leadlimit;
MUTATOR_ADD(gamemode_freezetag);
fraglimit_override = autocvar_g_freezetag_point_limit;
leadlimit_override = autocvar_g_freezetag_point_leadlimit;
MUTATOR_ADD(gamemode_freezetag);
}
if(autocvar_g_start_weapon_laser == 0)
modifications = strcat(modifications, ", No start weapons");
}
if(autocvar_g_start_weapon_laser == 0)
modifications = strcat(modifications, ", No start weapons");
modifications = strcat(modifications, ", Low gravity");
if(g_cloaked && !g_cts)
modifications = strcat(modifications, ", Cloaked");
modifications = strcat(modifications, ", Low gravity");
if(g_cloaked && !g_cts)
modifications = strcat(modifications, ", Cloaked");