#include "gamemode_race.qh"
-#ifndef GAMEMODE_RACE_H
-#define GAMEMODE_RACE_H
-
-void rc_SetLimits();
-void race_Initialize();
-
-REGISTER_MUTATOR(rc, false)
-{
- MUTATOR_ONADD
- {
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
-
- rc_SetLimits();
- race_Initialize();
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back race_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
- return 0;
-}
-
-#endif
-
-#ifdef IMPLEMENTATION
-
#include <server/race.qh>
#define autocvar_g_race_laps_limit cvar("g_race_laps_limit")
if(IS_DEAD(this))
return;
- entity e;
if (this.bot_strategytime < time)
{
this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start(this);
- for(e = NULL; (e = find(e, classname, "trigger_race_checkpoint")) != NULL; )
+ IL_EACH(g_racecheckpoints, true,
{
- if(e.cnt == this.race_checkpoint)
+ if(it.cnt == this.race_checkpoint)
{
- navigation_routerating(this, e, 1000000, 5000);
+ navigation_routerating(this, it, 1000000, 5000);
}
else if(this.race_checkpoint == -1)
{
- navigation_routerating(this, e, 1000000, 5000);
+ navigation_routerating(this, it, 1000000, 5000);
}
- }
+ });
navigation_goalrating_end(this);
}
c = 0;
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
++n;
- if(it.race_completed)
+ if(CS(it).race_completed)
++c;
));
if(n && (n == c))
return wc;
}
+MUTATOR_HOOKFUNCTION(rc, ClientKill)
+{
+ if(g_race_qualifying)
+ M_ARGV(1, float) = 0; // killtime
+}
+
+MUTATOR_HOOKFUNCTION(rc, AbortSpeedrun)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(autocvar_g_allow_checkpoints)
+ race_PreparePlayer(player); // nice try
+}
+
MUTATOR_HOOKFUNCTION(rc, PlayerPhysics)
{
entity player = M_ARGV(0, entity);
+ float dt = M_ARGV(1, float);
- player.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
+ player.race_movetime_frac += dt;
float f = floor(player.race_movetime_frac);
player.race_movetime_frac -= f;
player.race_movetime_count += f;
// 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(player.movement.x);
- wishvel.y = fabs(player.movement.y);
+ wishvel.x = fabs(CS(player).movement.x);
+ wishvel.y = fabs(CS(player).movement.y);
if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
{
wishvel.z = 0;
if(wishvel.x >= 2 * wishvel.y)
{
// pure X motion
- if(player.movement.x > 0)
- player.movement_x = wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = wishspeed;
else
- player.movement_x = -wishspeed;
- player.movement_y = 0;
+ CS(player).movement_x = -wishspeed;
+ CS(player).movement_y = 0;
}
else if(wishvel.y >= 2 * wishvel.x)
{
// pure Y motion
- player.movement_x = 0;
- if(player.movement.y > 0)
- player.movement_y = wishspeed;
+ CS(player).movement_x = 0;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = wishspeed;
else
- player.movement_y = -wishspeed;
+ CS(player).movement_y = -wishspeed;
}
else
{
// diagonal
- if(player.movement.x > 0)
- player.movement_x = M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = M_SQRT1_2 * wishspeed;
else
- player.movement_x = -M_SQRT1_2 * wishspeed;
- if(player.movement.y > 0)
- player.movement_y = M_SQRT1_2 * wishspeed;
+ CS(player).movement_x = -M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = M_SQRT1_2 * wishspeed;
else
- player.movement_y = -M_SQRT1_2 * wishspeed;
+ CS(player).movement_y = -M_SQRT1_2 * wishspeed;
}
}
}
entity player = M_ARGV(0, entity);
if(IS_PLAYER(player))
- if(!gameover)
+ if(!game_stopped)
{
- if(player.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
+ if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
race_PreparePlayer(player);
else // respawn
race_RetractPlayer(player);
MUTATOR_HOOKFUNCTION(rc, PlayerDies)
{
entity frag_target = M_ARGV(2, entity);
-
+
frag_target.respawn_flags |= RESPAWN_FORCE;
race_AbandonRaceCheck(frag_target);
}
return true; // in qualifying, you don't lose score by observing
}
-MUTATOR_HOOKFUNCTION(rc, GetTeamCount, CBC_ORDER_EXCLUSIVE)
+MUTATOR_HOOKFUNCTION(rc, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
{
M_ARGV(0, float) = race_teams;
}
M_ARGV(1, string) = ret_string;
}
+MUTATOR_HOOKFUNCTION(rc, HideTeamNagger)
+{
+ return true; // doesn't work so well
+}
+
MUTATOR_HOOKFUNCTION(rc, FixClientCvars)
{
entity player = M_ARGV(0, entity);
g_race_qualifying = 0;
SetLimits(fraglimit_override, leadlimit_override, timelimit_override, qualifying_override);
}
-
-#endif