#define autocvar_bot_suffix cvar_string("bot_suffix")
float autocvar_bot_usemodelnames;
float autocvar_bot_vs_human;
+ float autocvar_bot_debug_tracewalk;
+ float autocvar_bot_debug_goalstack;
+ float autocvar_bot_wander_enable;
float autocvar_captureleadlimit_override;
#define autocvar_capturelimit_override cvar("capturelimit_override")
float autocvar_deathmatch_force_teamplay;
float autocvar_g_balance_sniperrifle_primary_headshotaddeddamage;
float autocvar_g_balance_sniperrifle_primary_lifetime;
float autocvar_g_balance_sniperrifle_primary_refire;
+ float autocvar_g_balance_sniperrifle_primary_shots;
float autocvar_g_balance_sniperrifle_primary_speed;
float autocvar_g_balance_sniperrifle_primary_spread;
float autocvar_g_balance_sniperrifle_primary_tracer;
float autocvar_g_balance_sniperrifle_secondary_lifetime;
float autocvar_g_balance_sniperrifle_secondary_reload;
float autocvar_g_balance_sniperrifle_secondary_refire;
+ float autocvar_g_balance_sniperrifle_secondary_shots;
float autocvar_g_balance_sniperrifle_secondary_speed;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_sniperrifle_secondary_tracer;
float autocvar_g_ctf_flag_capture_effects;
float autocvar_g_ctf_flag_glowtrails;
float autocvar_g_ctf_flag_pickup_effects;
+float autocvar_g_ctf_flag_pickup_verbosename;
string autocvar_g_ctf_flag_red_model;
float autocvar_g_ctf_flag_red_skin;
float autocvar_g_ctf_flag_returntime;
if(anypoint)
teamcheck = -1;
else if(have_team_spawns > 0)
- teamcheck = self.team; // MUST be team
- else if(have_team_spawns == 0 && have_noteam_spawns)
+ {
+ if(have_team_spawns_forteam[self.team] == 0)
+ {
+ // we request a spawn for a team, and we have team
+ // spawns, but that team has no spawns?
+ if(have_team_spawns[0])
+ // try noteam spawns
+ teamcheck = 0;
+ else
+ // if not, any spawn has to do
+ teamcheck = -1;
+ }
+ else
+ teamcheck = self.team; // MUST be team
+ }
+ else if(have_team_spawns == 0 && have_team_spawns[0])
teamcheck = 0; // MUST be noteam
else
teamcheck = -1;
// if we get here, we either require team spawns but have none, or we require non-team spawns and have none; use any spawn then
+
// get the list of players
playerlist = findchain(classname, "player");
// get the entire list of spots
}
if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
+ ctf_Handle_Drop(self); // FIXCTF
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
Portal_ClearAll(self);
if(self.flagcarried)
- DropFlag(self.flagcarried, world, world);
+ ctf_Handle_Drop(self); // FIXCTF
if(self.ballcarried && g_nexball)
DropBall(self.ballcarried, self.origin + self.ballcarried.origin, self.velocity);
Called every frame for each client before the physics are run
=============
*/
-void() ctf_setstatus;
+//void() ctf_setstatus;
void() nexball_setstatus;
.float items_added;
void PlayerPreThink (void)
return; // the think tics
}
- if(self.teleport_time)
- if(time > self.teleport_time)
- {
- self.teleport_time = 0;
- self.effects = self.effects - (self.effects & EF_NODRAW);
- }
-
if(frametime > 0) // don't do this in cl_movement frames, just in server ticks
UpdateSelectedPlayer();
if (g_minstagib)
minstagib_ammocheck();
- if(g_ctf)
- ctf_setstatus();
+ //if(g_ctf)
+ // ctf_setstatus();
if(g_nexball)
nexball_setstatus();
// Globals
-float ctf_score_value(string parameter);
+float ctf_ReadScore(string parameter); // SOON WON'T BE NEEDED. // FIXCTF
float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_runematch, g_race, g_nexball, g_cts, g_freezetag, g_keepaway;
float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
float startitem_failed;
-void DropFlag(entity flag, entity penalty_receiver, entity attacker);
+void ctf_Handle_Drop(entity player); // FIXCTF
void DropBall(entity ball, vector org, vector vel);
void DropAllRunes(entity pl);
float some_spawn_has_been_used;
float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
- float have_noteam_spawns; // 0 = no no-team spawns, 1 = no-team spawns exist
+ float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
// set when showing a kill countdown
.entity killindicator;