#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))
{
{
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)