#include "teamplay.qh"
+#include "_all.qh"
+
+#include "cl_client.qh"
+#include "race.qh"
+#include "scores.qh"
+#include "scores_rules.qh"
+
+#include "bot/bot.qh"
+
+#include "command/vote.qh"
+
+#include "mutators/mutators_include.qh"
+
+#include "../common/deathtypes.qh"
+#include "../common/teams.qh"
void TeamchangeFrags(entity e)
{
{
serverflags |= SERVERFLAG_TEAMPLAY;
teamplay = 1;
+ cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
}
void InitGameplayMode()
world.maxs = mi_max;
MapInfo_LoadMapSettings(mapname);
- teamplay = 0;
serverflags &= ~SERVERFLAG_TEAMPLAY;
+ teamplay = 0;
+ cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
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_onslaught)
{
ActivateTeamplay();
+ fraglimit_override = autocvar_g_onslaught_point_limit;
have_team_spawns = -1; // request team spawns
MUTATOR_ADD(gamemode_onslaught);
}
{
string s, modifications, motd;
- ret_string = "";
- MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
+ MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
modifications = ret_string;
if(g_weaponarena)
// cover anything else by treating it like tdm with no teams spawned
dm = 2;
- ret_float = dm;
- MUTATOR_CALLHOOK(GetTeamCount);
+ MUTATOR_CALLHOOK(GetTeamCount, dm);
dm = ret_float;
if(dm >= 4)
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)
{