#include "teamplay.qh"
#include "weapons/weaponstats.qh"
#include "../common/constants.qh"
+#include <common/net_linked.qh>
#include "../common/deathtypes/all.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/_mod.qh"
BADCVAR("sys_specialcharactertranslation");
BADCVAR("timeformat");
BADCVAR("timestamps");
+ BADCVAR("g_require_stats");
BADPREFIX("developer_");
BADPREFIX("g_ban_");
BADPREFIX("g_banned_list");
+ BADPREFIX("g_require_stats_");
BADPREFIX("g_chat_flood_");
BADPREFIX("g_ghost_items");
BADPREFIX("g_playerstats_");
BADCVAR("nextmap");
BADCVAR("teamplay");
BADCVAR("timelimit");
+ BADCVAR("g_mapinfo_ignore_warnings");
// long
BADCVAR("hostname");
BADCVAR("g_nexball_goallimit");
BADCVAR("g_norecoil");
BADCVAR("g_physics_clientselect");
+ BADCVAR("g_pinata");
BADCVAR("g_powerups");
BADCVAR("g_spawnshieldtime");
BADCVAR("g_start_delay");
void IntermissionThink(entity this)
{
FixIntermissionClient(this);
- CSQCMODEL_AUTOUPDATE(this); // PlayerPostThink returns before calling this during intermission, so run it here
float server_screenshot = (autocvar_sv_autoscreenshot && this.cvar_cl_autoscreenshot);
float client_screenshot = (this.cvar_cl_autoscreenshot == 2);
s = strcat(s, "spectator:");
if(to_console)
- LOG_INFO(s, it.netname, "\n");
+ LOG_INFO(s, playername(it, false), "\n");
if(to_eventlog)
- GameLogEcho(strcat(s, ftos(it.playerid), ":", it.netname));
+ GameLogEcho(strcat(s, ftos(it.playerid), ":", playername(it, false)));
if(to_file)
- fputs(file, strcat(s, it.netname, "\n"));
+ fputs(file, strcat(s, playername(it, false), "\n"));
));
if(teamplay)
e.autoscreenshot = time + 0.8; // used for autoscreenshot
e.health = -2342;
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
- e.solid = SOLID_NOT;
- set_movetype(e, MOVETYPE_NONE);
- e.takedamage = DAMAGE_NO;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
*/
void NextLevel()
{
- gameover = true;
+ game_stopped = true;
+ intermission_running = 1; // game over
- intermission_running = 1;
-
-// enforce a wait time before allowing changelevel
+ // enforce a wait time before allowing changelevel
if(player_count > 0)
intermission_exittime = time + autocvar_sv_mapchange_delay;
else
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
FixIntermissionClient(it);
if(it.winning)
- bprint(it.netname, " ^7wins.\n");
+ bprint(playername(it, false), " ^7wins.\n");
));
target_music_kill();
*/
void CheckRules_Player(entity this)
{
- if (gameover) // someone else quit the game already
+ if (game_stopped) // someone else quit the game already
return;
if(!IS_DEAD(this))
SetDefaultAlpha();
- if (gameover) // someone else quit the game already
+ if (intermission_running) // someone else quit the game already
{
if(player_count == 0) // Nobody there? Then let's go to the next map
MapVote_Start();
void Shutdown()
{
- gameover = 2;
+ game_stopped = 2;
if(world_initialized > 0)
{