if (!cvar_value_issafe(world.fog))
{
- print("The current map contains a potentially harmful fog setting, ignored\n");
+ LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
world.fog = string_null;
}
if(MapInfo_Map_fog != "")
if(g_dm)
{
+ MUTATOR_ADD(gamemode_deathmatch);
}
if(g_tdm)
ActivateTeamplay();
fraglimit_override = autocvar_g_keyhunt_point_limit;
leadlimit_override = autocvar_g_keyhunt_point_leadlimit;
+ if(autocvar_g_keyhunt_team_spawns)
+ have_team_spawns = -1; // request team spawns
MUTATOR_ADD(gamemode_keyhunt);
}
if(g_onslaught)
{
ActivateTeamplay();
+ fraglimit_override = autocvar_g_onslaught_point_limit;
have_team_spawns = -1; // request team spawns
MUTATOR_ADD(gamemode_onslaught);
}
else
modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
}
- if(cvar("g_balance_blaster_weaponstart") == 0)
+ else if(cvar("g_balance_blaster_weaponstart") == 0)
modifications = strcat(modifications, ", No start weapons");
if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
modifications = strcat(modifications, ", Low gravity");
TeamchangeFrags(self);
}
- SetPlayerTeam(self, dteam, steam, false);
+ // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
+ if(!IS_CLIENT(self))
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
+
+ SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
if(IS_PLAYER(self) && steam != dteam)
{