+#include "../_all.qh"
+
+#include "gamemode.qh"
+
/*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32)
Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map.
Note: If you use spawnfunc_tdm_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
void spawnfunc_tdm_team()
{
- if(!g_tdm) { remove(self); return; }
+ if(!g_tdm || !self.cnt) { remove(self); return; }
self.classname = "tdm_team";
self.team = self.cnt + 1;
// if no teams are found, spawn defaults
if(find(world, classname, "tdm_team") == world)
{
- print("No ""tdm_team"" entities found on this map, creating them anyway.\n");
+ LOG_INFO("No ""tdm_team"" entities found on this map, creating them anyway.\n");
- float numteams = min(4, autocvar_g_tdm_teams_override);
+ int numteams = min(4, autocvar_g_tdm_teams_override);
if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
numteams = bound(2, numteams, 4);
return true;
}
+MUTATOR_HOOKFUNCTION(tdm_CountFrags)
+{
+ // announce remaining frags
+ return true;
+}
+
MUTATOR_DEFINITION(gamemode_tdm)
{
MUTATOR_HOOK(GetTeamCount, tdm_GetTeamCount, CBC_ORDER_ANY);
+ MUTATOR_HOOK(Scores_CountFragsRemaining, tdm_CountFrags, 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;
}