// # of bots on those teams
float cb1, cb2, cb3, cb4;
-float audit_teams_time;
+//float audit_teams_time;
void TeamchangeFrags(entity e)
{
return "Neutral Team";
}
-void dom_init();
void runematch_init();
void tdm_init();
void entcs_init();
ActivateTeamplay();
fraglimit_override = autocvar_g_domination_point_limit;
leadlimit_override = autocvar_g_domination_point_leadlimit;
- dom_init();
+ MUTATOR_ADD(gamemode_domination);
have_team_spawns = -1; // request team spawns
}
{
fraglimit_override = autocvar_g_arena_point_limit;
leadlimit_override = autocvar_g_arena_point_leadlimit;
- maxspawned = autocvar_g_arena_maxspawned;
- if(maxspawned < 2)
- maxspawned = 2;
- arena_roundbased = autocvar_g_arena_roundbased;
+ MUTATOR_ADD(gamemode_arena);
}
if(g_ca)
ActivateTeamplay();
fraglimit_override = autocvar_g_ca_point_limit;
leadlimit_override = autocvar_g_ca_point_leadlimit;
- precache_sound("ctf/red_capture.wav");
- precache_sound("ctf/blue_capture.wav");
+ MUTATOR_ADD(gamemode_ca);
}
+
if(g_keyhunt)
{
ActivateTeamplay();
//void() ctf_playerchanged;
void SV_ChangeTeam(float _color)
{
- float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
+ float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
// in normal deathmatch we can just apply the color and we're done
if(!teamplay) {