#include <server/mutators/_mod.qh>
#include "race.qh"
#include "scores.qh"
+#include "scores_rules.qh"
#include "teamplay.qh"
#include "weapons/weaponstats.qh"
#include "../common/constants.qh"
BADCVAR("sv_stepheight");
BADCVAR("sv_timeout");
BADCVAR("sv_weapons_modeloverride");
+ BADCVAR("w_prop_interval");
BADPREFIX("crypto_");
BADPREFIX("gameversion_");
BADPREFIX("g_chat_");
}
}
+void default_delayedinit(entity this)
+{
+ if(!scores_initialized)
+ ScoreRules_generic();
+}
+
+void InitGameplayMode()
+{
+ VoteReset();
+
+ // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
+ get_mi_min_max(1);
+ // assign reflectively to avoid "assignment to world" warning
+ int done = 0; for (int i = 0, n = numentityfields(); i < n; ++i) {
+ string k = entityfieldname(i); vector v = (k == "mins") ? mi_min : (k == "maxs") ? mi_max : '0 0 0';
+ if (v) {
+ putentityfieldstring(i, world, sprintf("%v", v));
+ if (++done == 2) break;
+ }
+ }
+ // currently, NetRadiant's limit is 131072 qu for each side
+ // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
+ // set the distance according to map size but don't go over the limit to avoid issues with float precision
+ // in case somebody makes extremely large maps
+ max_shot_distance = min(230000, vlen(world.maxs - world.mins));
+
+ MapInfo_LoadMapSettings(mapname);
+ GameRules_teams(false);
+
+ if (!cvar_value_issafe(world.fog))
+ {
+ LOG_INFO("The current map contains a potentially harmful fog setting, ignored");
+ world.fog = string_null;
+ }
+ if(MapInfo_Map_fog != "")
+ if(MapInfo_Map_fog == "none")
+ world.fog = string_null;
+ else
+ world.fog = strzone(MapInfo_Map_fog);
+ clientstuff = strzone(MapInfo_Map_clientstuff);
+
+ MapInfo_ClearTemps();
+
+ gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
+
+ cache_mutatormsg = strzone("");
+ cache_lastmutatormsg = strzone("");
+
+ InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
+}
+
+void Map_MarkAsRecent(string m);
float world_already_spawned;
spawnfunc(worldspawn)
{
if(teamplay)
{
- team1_score = TeamScore_GetCompareValue(NUM_TEAM_1);
- team2_score = TeamScore_GetCompareValue(NUM_TEAM_2);
- team3_score = TeamScore_GetCompareValue(NUM_TEAM_3);
- team4_score = TeamScore_GetCompareValue(NUM_TEAM_4);
+ for (int i = 1; i < 5; ++i)
+ {
+ Team_SetTeamScore(Team_GetTeamFromIndex(i),
+ TeamScore_GetCompareValue(Team_IndexToTeam(i)));
+ }
}
ClearWinners();
if(!some_spawn_has_been_used)
return WINNING_NO;
- team1_score = team2_score = team3_score = team4_score = 0;
-
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
- switch(it.team)
+ for (int i = 1; i < 5; ++i)
+ {
+ Team_SetTeamScore(Team_GetTeamFromIndex(i), 0);
+ }
+
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if (Team_IsValidTeam(it.team))
{
- case NUM_TEAM_1: team1_score = 1; break;
- case NUM_TEAM_2: team2_score = 1; break;
- case NUM_TEAM_3: team3_score = 1; break;
- case NUM_TEAM_4: team4_score = 1; break;
+ Team_SetTeamScore(Team_GetTeam(it.team), 1);
}
});
IL_EACH(g_spawnpoints, true,
{
- switch(it.team)
+ if (Team_IsValidTeam(it.team))
{
- case NUM_TEAM_1: team1_score = 1; break;
- case NUM_TEAM_2: team2_score = 1; break;
- case NUM_TEAM_3: team3_score = 1; break;
- case NUM_TEAM_4: team4_score = 1; break;
+ Team_SetTeamScore(Team_GetTeam(it.team), 1);
}
});
ClearWinners();
+ float team1_score = Team_GetTeamScore(Team_GetTeamFromIndex(1));
+ float team2_score = Team_GetTeamScore(Team_GetTeamFromIndex(2));
+ float team3_score = Team_GetTeamScore(Team_GetTeamFromIndex(3));
+ float team4_score = Team_GetTeamScore(Team_GetTeamFromIndex(4));
if(team1_score + team2_score + team3_score + team4_score == 0)
{
checkrules_equality = true;
{
float t, i;
if(team1_score)
- t = NUM_TEAM_1;
+ t = 1;
else if(team2_score)
- t = NUM_TEAM_2;
+ t = 2;
else if(team3_score)
- t = NUM_TEAM_3;
+ t = 3;
else // if(team4_score)
- t = NUM_TEAM_4;
- CheckAllowedTeams(NULL);
+ t = 4;
+ entity balance = TeamBalance_CheckAllowedTeams(NULL);
for(i = 0; i < MAX_TEAMSCORE; ++i)
{
- if(t != NUM_TEAM_1) if(c1 >= 0) TeamScore_AddToTeam(NUM_TEAM_1, i, -1000);
- if(t != NUM_TEAM_2) if(c2 >= 0) TeamScore_AddToTeam(NUM_TEAM_2, i, -1000);
- if(t != NUM_TEAM_3) if(c3 >= 0) TeamScore_AddToTeam(NUM_TEAM_3, i, -1000);
- if(t != NUM_TEAM_4) if(c4 >= 0) TeamScore_AddToTeam(NUM_TEAM_4, i, -1000);
+ for (int j = 1; j <= NUM_TEAMS; ++j)
+ {
+ if (t == j)
+ {
+ continue;
+ }
+ if (!TeamBalance_IsTeamAllowed(balance, j))
+ {
+ continue;
+ }
+ TeamScore_AddToTeam(Team_IndexToTeam(j), i, -1000);
+ }
}
AddWinners(team, t);