fraglimit_override = autocvar_g_ca_point_limit;
leadlimit_override = autocvar_g_ca_point_leadlimit;
MUTATOR_ADD(gamemode_ca);
+ if(autocvar_g_ca_team_spawns)
+ have_team_spawns = -1; // request team spawns
}
if(g_keyhunt)
fraglimit_override = autocvar_g_freezetag_point_limit;
leadlimit_override = autocvar_g_freezetag_point_leadlimit;
MUTATOR_ADD(gamemode_freezetag);
+ if(autocvar_g_freezetag_team_spawns)
+ have_team_spawns = -1; // request team spawns
}
if(g_assault)
{
MUTATOR_ADD(gamemode_keepaway);
}
-
+
if(g_invasion)
{
timelimit_override = 0; // no timelimit in invasion, round based
if(g_invasion)
{
- maxrounds = cvar("fraglimit");
+ inv_maxrounds = cvar("fraglimit");
cvar_set("fraglimit", "0");
}
}
if(autocvar_g_start_weapon_laser == 0)
modifications = strcat(modifications, ", No start weapons");
- if(autocvar_sv_gravity < 800)
+ if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
modifications = strcat(modifications, ", Low gravity");
if(g_cloaked && !g_cts)
modifications = strcat(modifications, ", Cloaked");