X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_assault.qc;h=092e07b798be7518b135277dcc4c885bc5093224;hb=3c7ac3f983fcc360961822c570a713ede68453ad;hp=34c19d425178a0d9c02e3f844d1aa6edb6730034;hpb=3b934631926acf4b06d969dcd361a26a3073d2c8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator/gamemode_assault.qc b/qcsrc/server/mutators/mutator/gamemode_assault.qc index 34c19d425..50861c32f 100644 --- a/qcsrc/server/mutators/mutator/gamemode_assault.qc +++ b/qcsrc/server/mutators/mutator/gamemode_assault.qc @@ -1,95 +1,27 @@ #include "gamemode_assault.qh" -#ifndef GAMEMODE_ASSAULT_H -#define GAMEMODE_ASSAULT_H -void assault_ScoreRules(); -void ActivateTeamplay(); +#include -REGISTER_MUTATOR(as, false) -{ - ActivateTeamplay(); - have_team_spawns = -1; // request team spawns - - MUTATOR_ONADD - { - if (time > 1) // game loads at time 1 - error("This is a game type and it cannot be added at runtime."); - assault_ScoreRules(); - } - - MUTATOR_ONROLLBACK_OR_REMOVE - { - // we actually cannot roll back assault_Initialize here - // BUT: we don't need to! If this gets called, adding always - // succeeds. - } - - MUTATOR_ONREMOVE - { - LOG_INFO("This is a game type and it cannot be removed at runtime."); - return -1; - } - - return 0; -} - -// sprites -.entity assault_decreaser; -.entity assault_sprite; - -// legacy bot defs -const int HAVOCBOT_AST_ROLE_NONE = 0; -const int HAVOCBOT_AST_ROLE_DEFENSE = 2; -const int HAVOCBOT_AST_ROLE_OFFENSE = 4; - -.int havocbot_role_flags; -.float havocbot_attack_time; - -.void(entity this) havocbot_role; -.void(entity this) havocbot_previous_role; - -void(entity this) havocbot_role_ast_defense; -void(entity this) havocbot_role_ast_offense; -.entity havocbot_ast_target; - -void(entity bot) havocbot_ast_reset_role; - -void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items; -void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers; - -// scoreboard stuff -const float ST_ASSAULT_OBJECTIVES = 1; -const float SP_ASSAULT_OBJECTIVES = 4; - -// predefined spawnfuncs -void target_objective_decrease_activate(); -#endif - -#ifdef IMPLEMENTATION .entity sprite; +#define AS_ROUND_DELAY 5 // random functions -void assault_objective_use() -{SELFPARAM(); +void assault_objective_use(entity this, entity actor, entity trigger) +{ // activate objective - self.health = 100; - //print("^2Activated objective ", self.targetname, "=", etos(self), "\n"); - //print("Activator is ", activator.classname, "\n"); + this.health = 100; + //print("^2Activated objective ", this.targetname, "=", etos(this), "\n"); + //print("Activator is ", actor.classname, "\n"); - for (entity e = world; (e = find(e, target, this.targetname)); ) + IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname, { - if (e.classname == "target_objective_decrease") - { - WITHSELF(e, target_objective_decrease_activate()); - } - } - - setself(this); + target_objective_decrease_activate(it); + }); } -vector target_objective_spawn_evalfunc(entity player, entity spot, vector current) -{SELFPARAM(); - if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE) +vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current) +{ + if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE) return '-1 0 0'; return current; } @@ -102,110 +34,95 @@ void assault_objective_reset(entity this) } // decrease the health of targeted objectives -void assault_objective_decrease_use() -{SELFPARAM(); - if(activator.team != assault_attacker_team) +void assault_objective_decrease_use(entity this, entity actor, entity trigger) +{ + if(actor.team != assault_attacker_team) { // wrong team triggered decrease return; } - if(other.assault_sprite) + if(trigger.assault_sprite) { - WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime); - if(other.classname == "func_assault_destructible") - other.sprite = world; + WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime); + if(trigger.classname == "func_assault_destructible") + trigger.sprite = NULL; // TODO: just unsetting it?! } else return; // already activated! cannot activate again! - if(self.enemy.health < ASSAULT_VALUE_INACTIVE) + if(this.enemy.health < ASSAULT_VALUE_INACTIVE) { - if(self.enemy.health - self.dmg > 0.5) + if(this.enemy.health - this.dmg > 0.5) { - PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg); - self.enemy.health = self.enemy.health - self.dmg; + GameRules_scoring_add_team(actor, SCORE, this.dmg); + this.enemy.health = this.enemy.health - this.dmg; } else { - PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health); - PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1); - self.enemy.health = -1; - - entity oldactivator; + GameRules_scoring_add_team(actor, SCORE, this.enemy.health); + GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1); + this.enemy.health = -1; - setself(this.enemy); - if(self.message) - FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message))); + if(this.enemy.message) + FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); }); - oldactivator = activator; - activator = this; - SUB_UseTargets(); - activator = oldactivator; - setself(this); + SUB_UseTargets(this.enemy, this, trigger); } } } void assault_setenemytoobjective(entity this) { - entity objective; - for(objective = world; (objective = find(objective, targetname, self.target)); ) + IL_EACH(g_assault_objectives, it.targetname == this.target, { - if(objective.classname == "target_objective") - { - if(self.enemy == world) - self.enemy = objective; - else - objerror("more than one objective as target - fix the map!"); - break; - } - } + if(this.enemy == NULL) + this.enemy = it; + else + objerror(this, "more than one objective as target - fix the map!"); + break; + }); - if(self.enemy == world) - objerror("no objective as target - fix the map!"); + if(this.enemy == NULL) + objerror(this, "no objective as target - fix the map!"); } -float assault_decreaser_sprite_visible(entity e) -{SELFPARAM(); - entity decreaser; - - decreaser = self.assault_decreaser; - - if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE) +bool assault_decreaser_sprite_visible(entity this, entity player, entity view) +{ + if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE) return false; return true; } -void target_objective_decrease_activate() -{SELFPARAM(); - entity ent, spr; - self.owner = world; - for(ent = world; (ent = find(ent, target, self.targetname)); ) +void target_objective_decrease_activate(entity this) +{ + entity spr; + this.owner = NULL; + FOREACH_ENTITY_STRING(target, this.targetname, { - if(ent.assault_sprite != world) + if(it.assault_sprite != NULL) { - WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime); - if(ent.classname == "func_assault_destructible") - ent.sprite = world; + WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime); + if(it.classname == "func_assault_destructible") + it.sprite = NULL; // TODO: just unsetting it?! } - spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE); - spr.assault_decreaser = self; + spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE); + spr.assault_decreaser = this; spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible; spr.classname = "sprite_waypoint"; WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY); - if(ent.classname == "func_assault_destructible") + if(it.classname == "func_assault_destructible") { WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy); - WaypointSprite_UpdateMaxHealth(spr, ent.max_health); - WaypointSprite_UpdateHealth(spr, ent.health); - ent.sprite = spr; + WaypointSprite_UpdateMaxHealth(spr, it.max_health); + WaypointSprite_UpdateHealth(spr, it.health); + it.sprite = spr; } else WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush); - } + }); } void target_objective_decrease_findtarget(entity this) @@ -220,71 +137,57 @@ void target_assault_roundend_reset(entity this) this.winning = false; // up round } -void target_assault_roundend_use() -{SELFPARAM(); - self.winning = 1; // round has been won by attackers +void target_assault_roundend_use(entity this, entity actor, entity trigger) +{ + this.winning = 1; // round has been won by attackers } -void assault_roundstart_use(entity this) +void assault_roundstart_use(entity this, entity actor, entity trigger) { - activator = self; - SUB_UseTargets(); + SUB_UseTargets(this, this, trigger); //(Re)spawn all turrets - FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA( + IL_EACH(g_turrets, true, + { // Swap turret teams if(it.team == NUM_TEAM_1) it.team = NUM_TEAM_2; else it.team = NUM_TEAM_1; - // Dubbles as teamchange - WITHSELF(it, turret_respawn()); - )); + // Doubles as teamchange + turret_respawn(it); + }); } -void assault_roundstart_use_self() +void assault_roundstart_use_this(entity this) { - SELFPARAM(); - assault_roundstart_use(this); + assault_roundstart_use(this, NULL, NULL); } -void assault_wall_think() -{SELFPARAM(); - if(self.enemy.health < 0) +void assault_wall_think(entity this) +{ + if(this.enemy.health < 0) { - self.model = ""; - self.solid = SOLID_NOT; + this.model = ""; + this.solid = SOLID_NOT; } else { - self.model = self.mdl; - self.solid = SOLID_BSP; + this.model = this.mdl; + this.solid = SOLID_BSP; } - self.nextthink = time + 0.2; + this.nextthink = time + 0.2; } // trigger new round // reset objectives, toggle spawnpoints, reset triggers, ... -void vehicles_clearreturn(entity veh); -void vehicles_spawn(); -void assault_new_round() -{SELFPARAM(); +void assault_new_round(entity this) +{ //bprint("ASSAULT: new round\n"); - // Eject players from vehicles - FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE))); - - FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA( - setself(it); - vehicles_clearreturn(self); - vehicles_spawn(); - )); - - setself(this); - // up round counter - self.winning = self.winning + 1; + this.winning = this.winning + 1; // swap attacker/defender roles if(assault_attacker_team == NUM_TEAM_1) @@ -292,22 +195,37 @@ void assault_new_round() else assault_attacker_team = NUM_TEAM_1; - FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA( - if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2; - else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1; - )); + IL_EACH(g_saved_team, !IS_CLIENT(it), + { + if(it.team_saved == NUM_TEAM_1) + it.team_saved = NUM_TEAM_2; + else if(it.team_saved == NUM_TEAM_2) + it.team_saved = NUM_TEAM_1; + }); // reset the level with a countdown - cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60)); + cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60)); ReadyRestart_force(); // sets game_starttime } +entity as_round; +.entity ent_winning; +void as_round_think() +{ + game_stopped = false; + assault_new_round(as_round.ent_winning); + delete(as_round); + as_round = NULL; +} + // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives) // they win. Otherwise the defending team wins once the timelimit passes. int WinningCondition_Assault() { - SELFPARAM(); - WinningConditionHelper(); // set worldstatus + if(as_round) + return WINNING_NO; + + WinningConditionHelper(NULL); // set worldstatus int status = WINNING_NO; // as the timelimit has not yet passed just assume the defending team will win @@ -321,12 +239,12 @@ int WinningCondition_Assault() } entity ent; - ent = find(world, classname, "target_assault_roundend"); + ent = find(NULL, classname, "target_assault_roundend"); if(ent) { if(ent.winning) // round end has been triggered by attacking team { - bprint("ASSAULT: round completed...\n"); + bprint("Assault: round completed.\n"); SetWinners(team, assault_attacker_team); TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0)); @@ -337,7 +255,17 @@ int WinningCondition_Assault() } else { - WITHSELF(ent, assault_new_round()); + Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime)); + as_round = new(as_round); + as_round.think = as_round_think; + as_round.ent_winning = ent; + as_round.nextthink = time + AS_ROUND_DELAY; + game_stopped = true; + + // make sure timelimit isn't hit while the game is blocked + if(autocvar_timelimit > 0) + if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60) + cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60)); } } } @@ -348,25 +276,26 @@ int WinningCondition_Assault() // spawnfuncs spawnfunc(info_player_attacker) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } - self.team = NUM_TEAM_1; // red, gets swapped every round + this.team = NUM_TEAM_1; // red, gets swapped every round spawnfunc_info_player_deathmatch(this); } spawnfunc(info_player_defender) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } - self.team = NUM_TEAM_2; // blue, gets swapped every round + this.team = NUM_TEAM_2; // blue, gets swapped every round spawnfunc_info_player_deathmatch(this); } spawnfunc(target_objective) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.classname = "target_objective"; + IL_PUSH(g_assault_objectives, this); this.use = assault_objective_use; this.reset = assault_objective_reset; this.reset(this); @@ -375,143 +304,124 @@ spawnfunc(target_objective) spawnfunc(target_objective_decrease) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } - self.classname = "target_objective_decrease"; + this.classname = "target_objective_decrease"; + IL_PUSH(g_assault_objectivedecreasers, this); - if(!self.dmg) - self.dmg = 101; + if(!this.dmg) + this.dmg = 101; - self.use = assault_objective_decrease_use; - self.health = ASSAULT_VALUE_INACTIVE; - self.max_health = ASSAULT_VALUE_INACTIVE; - self.enemy = world; + this.use = assault_objective_decrease_use; + this.health = ASSAULT_VALUE_INACTIVE; + this.max_health = ASSAULT_VALUE_INACTIVE; + this.enemy = NULL; - InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET); + InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET); } // destructible walls that can be used to trigger target_objective_decrease spawnfunc(func_breakable); spawnfunc(func_assault_destructible) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } - self.spawnflags = 3; - self.classname = "func_assault_destructible"; + this.spawnflags = 3; + this.classname = "func_assault_destructible"; + IL_PUSH(g_assault_destructibles, this); if(assault_attacker_team == NUM_TEAM_1) - self.team = NUM_TEAM_2; + this.team = NUM_TEAM_2; else - self.team = NUM_TEAM_1; + this.team = NUM_TEAM_1; spawnfunc_func_breakable(this); } spawnfunc(func_assault_wall) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } - self.classname = "func_assault_wall"; - self.mdl = self.model; - _setmodel(self, self.mdl); - self.solid = SOLID_BSP; - self.think = assault_wall_think; - self.nextthink = time; - InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET); + this.classname = "func_assault_wall"; + this.mdl = this.model; + _setmodel(this, this.mdl); + this.solid = SOLID_BSP; + setthink(this, assault_wall_think); + this.nextthink = time; + InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET); } spawnfunc(target_assault_roundend) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } - self.winning = 0; // round not yet won by attackers - self.classname = "target_assault_roundend"; - self.use = target_assault_roundend_use; - self.cnt = 0; // first round - self.reset = target_assault_roundend_reset; + this.winning = 0; // round not yet won by attackers + this.classname = "target_assault_roundend"; + this.use = target_assault_roundend_use; + this.cnt = 0; // first round + this.reset = target_assault_roundend_reset; } spawnfunc(target_assault_roundstart) { - if (!g_assault) { remove(self); return; } + if (!g_assault) { delete(this); return; } assault_attacker_team = NUM_TEAM_1; - self.classname = "target_assault_roundstart"; - self.use = assault_roundstart_use_self; - self.reset2 = assault_roundstart_use_self; - InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET); + this.classname = "target_assault_roundstart"; + this.use = assault_roundstart_use; + this.reset2 = assault_roundstart_use_this; + InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET); } // legacy bot code void havocbot_goalrating_ast_targets(entity this, float ratingscale) { - entity ad, best, wp, tod; - float radius, found, bestvalue; - vector p; - - ad = findchain(classname, "func_assault_destructible"); - - for (; ad; ad = ad.chain) + IL_EACH(g_assault_destructibles, it.bot_attack, { - if (ad.target == "") - continue; - - if (!ad.bot_attack) + if (it.target == "") continue; - found = false; - for(tod = world; (tod = find(tod, targetname, ad.target)); ) + bool found = false; + entity destr = it; + IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target, { - if(tod.classname == "target_objective_decrease") + if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE) { - if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE) - { - // dprint(etos(ad),"\n"); - found = true; - break; - } + found = true; + break; } - } + }); if(!found) - { - /// dprint("target not found\n"); continue; - } - /// dprint("target #", etos(ad), " found\n"); - - p = 0.5 * (ad.absmin + ad.absmax); - // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n"); - // te_knightspike(p); - // te_lightning2(world, '0 0 0', p); + vector p = 0.5 * (it.absmin + it.absmax); // Find and rate waypoints around it found = false; - best = world; - bestvalue = 99999999999; - for(radius=0; radius<1500 && !found; radius+=500) + entity best = NULL; + float bestvalue = 99999999999; + entity des = it; + for(float radius = 0; radius < 1500 && !found; radius += 500) { - for(wp=findradius(p, radius); wp; wp=wp.chain) + FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED), { - if(!(wp.wpflags & WAYPOINTFLAG_GENERATED)) - if(wp.classname=="waypoint") - if(checkpvs(wp.origin, ad)) + if(checkpvs(it.origin, des)) { found = true; - if(wp.cnttime) return; - if (this.bot_strategytime < time) + if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650); @@ -559,7 +469,7 @@ void havocbot_role_ast_offense(entity this) havocbot_goalrating_items(this, 15000, this.origin, 10000); navigation_goalrating_end(this); - this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; + navigation_goalrating_timeout_set(this); } } @@ -585,7 +495,7 @@ void havocbot_role_ast_defense(entity this) if(this.havocbot_attack_time>time) return; - if (this.bot_strategytime < time) + if (navigation_goalrating_timeout(this)) { navigation_goalrating_start(this); havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000); @@ -593,7 +503,7 @@ void havocbot_role_ast_defense(entity this) havocbot_goalrating_items(this, 15000, this.origin, 10000); navigation_goalrating_end(this); - this.bot_strategytime = time + autocvar_bot_ai_strategyinterval; + navigation_goalrating_timeout_set(this); } } @@ -627,42 +537,46 @@ void havocbot_ast_reset_role(entity this) // mutator hooks MUTATOR_HOOKFUNCTION(as, PlayerSpawn) -{SELFPARAM(); - if(self.team == assault_attacker_team) - Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING); - else - Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING); +{ + entity player = M_ARGV(0, entity); - return false; + if(player.team == assault_attacker_team) + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING); + else + Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING); } MUTATOR_HOOKFUNCTION(as, TurretSpawn) -{SELFPARAM(); - if(!self.team || self.team == MAX_SHOT_DISTANCE) - self.team = 5; // this gets reversed when match starts? +{ + entity turret = M_ARGV(0, entity); - return false; + if(!turret.team || turret.team == FLOAT_MAX) + turret.team = 5; // this gets reversed when match starts? } -MUTATOR_HOOKFUNCTION(as, VehicleSpawn) -{SELFPARAM(); - self.nextthink = time + 0.5; +MUTATOR_HOOKFUNCTION(as, VehicleInit) +{ + entity veh = M_ARGV(0, entity); - return false; + veh.nextthink = time + 0.5; } MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole) -{SELFPARAM(); - havocbot_ast_reset_role(self); +{ + entity bot = M_ARGV(0, entity); + + havocbot_ast_reset_role(bot); return true; } MUTATOR_HOOKFUNCTION(as, PlayHitsound) { + entity frag_victim = M_ARGV(0, entity); + return (frag_victim.classname == "func_assault_destructible"); } -MUTATOR_HOOKFUNCTION(as, GetTeamCount) +MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams) { // assault always has 2 teams c1 = c2 = 0; @@ -671,7 +585,7 @@ MUTATOR_HOOKFUNCTION(as, GetTeamCount) MUTATOR_HOOKFUNCTION(as, CheckRules_World) { - ret_float = WinningCondition_Assault(); + M_ARGV(0, float) = WinningCondition_Assault(); return true; } @@ -679,13 +593,13 @@ MUTATOR_HOOKFUNCTION(as, ReadLevelCvars) { // no assault warmups warmup_stage = 0; - return false; } MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn) { - SELFPARAM(); - switch(self.classname) + entity ent = M_ARGV(0, entity); + + switch(ent.classname) { case "info_player_team1": case "info_player_team2": @@ -693,17 +607,10 @@ MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn) case "info_player_team4": return true; } - - return false; } -// scoreboard setup -void assault_ScoreRules() +MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny) { - ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true); - ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY); - ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY); - ScoreRules_basics_end(); + // readyrestart not supported (yet) + return true; } - -#endif