void TeamScore_Spawn(float t, string name)
{
- entity ts = new(csqc_score_team);
- make_pure(ts);
+ entity ts = new_pure(csqc_score_team);
ts.netname = name; // not used yet, FIXME
ts.team = t;
Net_LinkEntity(ts, false, 0, TeamScore_SendEntity);
}
else
{
- scores_initialized = new(ent_client_scoreinfo);
- make_pure(scores_initialized);
+ scores_initialized = new_pure(ent_client_scoreinfo);
Net_LinkEntity(scores_initialized, false, 0, ScoreInfo_SendEntity);
}
if(teams >= 1)
void Score_ClearAll()
{
- entity p, sk;
- float i, t;
- FOR_EACH_CLIENTSLOT(p)
+ entity sk;
+ float t;
+ FOREACH_CLIENTSLOT(true,
{
- sk = p.scorekeeper;
+ sk = it.scorekeeper;
if(!sk)
continue;
- for(i = 0; i < MAX_SCORE; ++i)
+ for(int j = 0; j < MAX_SCORE; ++j)
{
- if(sk.(scores[i]) != 0)
- if(scores_label[i] != "")
- sk.SendFlags |= pow(2, i);
- sk.(scores[i]) = 0;
+ if(sk.(scores[j]) != 0)
+ if(scores_label[j] != "")
+ sk.SendFlags |= pow(2, j);
+ sk.(scores[j]) = 0;
}
- }
+ });
for(t = 0; t < 16; ++t)
{
sk = teamscorekeepers[t];
if(!sk)
continue;
- for(i = 0; i < MAX_TEAMSCORE; ++i)
+ for(int j = 0; j < MAX_TEAMSCORE; ++j)
{
- if(sk.(teamscores[i]) != 0)
- if(teamscores_label[i] != "")
- sk.SendFlags |= pow(2, i);
- sk.(teamscores[i]) = 0;
+ if(sk.(teamscores[j]) != 0)
+ if(teamscores_label[j] != "")
+ sk.SendFlags |= pow(2, j);
+ sk.(teamscores[j]) = 0;
}
}
}
{
if(player.scorekeeper)
error("player already has a scorekeeper");
- entity sk = new(scorekeeper);
- make_pure(sk);
+ entity sk = new_pure(scorekeeper);
sk.owner = player;
Net_LinkEntity(sk, false, 0, PlayerScore_SendEntity);
player.scorekeeper = sk;
{
if(gameover)
return 0;
- backtrace("Adding score to unknown player!");
+ LOG_WARNING("Adding score to unknown player!");
return 0;
}
if(score)
void WinningConditionHelper()
{
+ SELFPARAM();
float c;
string s;
float fullstatus;
FOREACH_CLIENT(true, LAMBDA(it.(field) = 0));
- FOR_EACH_CLIENT(p) if(p.scorekeeper)
+ FOREACH_CLIENT(it.scorekeeper,
{
if(nospectators)
- if(p.frags == FRAGS_SPECTATOR)
+ if(it.frags == FRAGS_SPECTATOR)
continue;
- p.chain = plist;
- plist = p;
- }
+ it.chain = plist;
+ plist = it;
+ });
// Now plist points to the whole list.
pfirst = plast = world;