+#include "gamemode_cts.qh"
+#include "../_all.qh"
+
+#include "gamemode.qh"
+
+#include "../race.qh"
+
// legacy bot roles
.float race_checkpoint;
void havocbot_role_cts()
-{
+{SELFPARAM();
if(self.deadflag != DEAD_NO)
return;
void cts_ScoreRules()
{
- ScoreRules_basics(0, 0, 0, FALSE);
+ ScoreRules_basics(0, 0, 0, false);
if(g_race_qualifying)
{
ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
ScoreRules_basics_end();
}
-MUTATOR_HOOKFUNCTION(cts_PlayerPhysics)
+void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
{
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":cts:", mode, ":", ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
+}
+
+MUTATOR_HOOKFUNCTION(cts_PlayerPhysics)
+{SELFPARAM();
// force kbd movement for fairness
float wishspeed;
vector wishvel;
// ensure nothing EVIL is being done (i.e. div0_evade)
// this hinders joystick users though
// but it still gives SOME analog control
- wishvel_x = fabs(self.movement_x);
- wishvel_y = fabs(self.movement_y);
- if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
+ wishvel.x = fabs(self.movement.x);
+ wishvel.y = fabs(self.movement.y);
+ if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
{
- wishvel_z = 0;
+ wishvel.z = 0;
wishspeed = vlen(wishvel);
- if(wishvel_x >= 2 * wishvel_y)
+ if(wishvel.x >= 2 * wishvel.y)
{
// pure X motion
- if(self.movement_x > 0)
+ if(self.movement.x > 0)
self.movement_x = wishspeed;
else
self.movement_x = -wishspeed;
self.movement_y = 0;
}
- else if(wishvel_y >= 2 * wishvel_x)
+ else if(wishvel.y >= 2 * wishvel.x)
{
// pure Y motion
self.movement_x = 0;
- if(self.movement_y > 0)
+ if(self.movement.y > 0)
self.movement_y = wishspeed;
else
self.movement_y = -wishspeed;
else
{
// diagonal
- if(self.movement_x > 0)
+ if(self.movement.x > 0)
self.movement_x = M_SQRT1_2 * wishspeed;
else
self.movement_x = -M_SQRT1_2 * wishspeed;
- if(self.movement_y > 0)
+ if(self.movement.y > 0)
self.movement_y = M_SQRT1_2 * wishspeed;
else
self.movement_y = -M_SQRT1_2 * wishspeed;
}
}
-
- return FALSE;
+
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_ResetMap)
if(!s)
e.race_place = 0;
}
- print(e.netname, " = ", ftos(e.race_place), "\n");
+ cts_EventLog(ftos(e.race_place), e);
}
if(g_race_qualifying == 2)
cvar_set("timelimit", ftos(race_timelimit));
cts_ScoreRules();
}
-
- return FALSE;
+
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_PlayerPreThink)
-{
+{SELFPARAM();
if(IS_SPEC(self) || IS_OBSERVER(self))
if(g_race_qualifying)
if(msg_entity.enemy.race_laptime)
race_SendNextCheckpoint(msg_entity.enemy, 1);
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_ClientConnect)
-{
+{SELFPARAM();
race_PreparePlayer();
self.race_checkpoint = -1;
-
+
if(IS_REAL_CLIENT(self))
{
string rr = CTS_RECORD;
}
}
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_MakePlayerObserver)
-{
+{SELFPARAM();
if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
self.frags = FRAGS_LMS_LOSER;
else
race_PreparePlayer();
self.race_checkpoint = -1;
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_PlayerSpawn)
-{
+{SELFPARAM();
if(spawn_spot.target == "")
// Emergency: this wasn't a real spawnpoint. Can this ever happen?
race_PreparePlayer();
self.race_respawn_spotref = spawn_spot;
self.race_place = 0;
-
- return FALSE;
+
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_PutClientInServer)
-{
+{SELFPARAM();
if(IS_PLAYER(self))
if(!gameover)
{
race_AbandonRaceCheck(self);
}
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_PlayerDies)
-{
+{SELFPARAM();
self.respawn_flags |= RESPAWN_FORCE;
race_AbandonRaceCheck(self);
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_BotRoles)
-{
+{SELFPARAM();
self.havocbot_role = havocbot_role_cts;
- return TRUE;
+ return true;
}
MUTATOR_HOOKFUNCTION(cts_PlayerPostThink)
-{
+{SELFPARAM();
if(self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
{
if (!self.stored_netname)
}
}
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_ForbidThrowing)
{
// no weapon dropping in CTS
- return TRUE;
+ return true;
}
MUTATOR_HOOKFUNCTION(cts_FilterItem)
-{
+{SELFPARAM();
if(self.classname == "droppedweapon")
- return TRUE;
+ return true;
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_PlayerDamage)
if(!autocvar_g_cts_selfdamage)
frag_damage = 0;
- return FALSE;
+ return false;
}
MUTATOR_HOOKFUNCTION(cts_ForbidClearPlayerScore)
{
- return TRUE; // in CTS, you don't lose score by observing
+ return true; // in CTS, you don't lose score by observing
}
-void cts_Initialize()
+MUTATOR_HOOKFUNCTION(cts_SetMods)
{
g_cloaked = 1; // always enable cloak in CTS
+ return false;
+}
+
+void cts_Initialize()
+{
cts_ScoreRules();
}
MUTATOR_HOOK(FilterItem, cts_FilterItem, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDamage_Calculate, cts_PlayerDamage, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidPlayerScore_Clear, cts_ForbidClearPlayerScore, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SetModname, cts_SetMods, CBC_ORDER_ANY);
MUTATOR_ONADD
{
MUTATOR_ONREMOVE
{
- print("This is a game type and it cannot be removed at runtime.");
+ LOG_INFO("This is a game type and it cannot be removed at runtime.");
return -1;
}