2 .float race_checkpoint;
3 void havocbot_role_cts()
5 if(self.deadflag != DEAD_NO)
9 if (self.bot_strategytime < time)
11 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
12 navigation_goalrating_start();
14 for(e = world; (e = find(e, classname, "trigger_race_checkpoint")) != world; )
16 if(e.cnt == self.race_checkpoint)
18 navigation_routerating(e, 1000000, 5000);
20 else if(self.race_checkpoint == -1)
22 navigation_routerating(e, 1000000, 5000);
26 navigation_goalrating_end();
32 ScoreRules_basics(0, 0, 0, FALSE);
35 ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
39 ScoreInfo_SetLabel_PlayerScore(SP_CTS_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
40 ScoreInfo_SetLabel_PlayerScore(SP_CTS_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
41 ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
43 ScoreRules_basics_end();
46 MUTATOR_HOOKFUNCTION(cts_PlayerPhysics)
48 // force kbd movement for fairness
52 // if record times matter
53 // ensure nothing EVIL is being done (i.e. div0_evade)
54 // this hinders joystick users though
55 // but it still gives SOME analog control
56 wishvel_x = fabs(self.movement_x);
57 wishvel_y = fabs(self.movement_y);
58 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
61 wishspeed = vlen(wishvel);
62 if(wishvel_x >= 2 * wishvel_y)
65 if(self.movement_x > 0)
66 self.movement_x = wishspeed;
68 self.movement_x = -wishspeed;
71 else if(wishvel_y >= 2 * wishvel_x)
75 if(self.movement_y > 0)
76 self.movement_y = wishspeed;
78 self.movement_y = -wishspeed;
83 if(self.movement_x > 0)
84 self.movement_x = M_SQRT1_2 * wishspeed;
86 self.movement_x = -M_SQRT1_2 * wishspeed;
87 if(self.movement_y > 0)
88 self.movement_y = M_SQRT1_2 * wishspeed;
90 self.movement_y = -M_SQRT1_2 * wishspeed;
97 MUTATOR_HOOKFUNCTION(cts_ResetMap)
101 Score_NicePrint(world);
104 PlayerScore_Sort(race_place, 0, 1, 0);
111 s = PlayerScore_Add(e, SP_RACE_FASTEST, 0);
115 print(e.netname, " = ", ftos(e.race_place), "\n");
118 if(g_race_qualifying == 2)
120 g_race_qualifying = 0;
121 independent_players = 0;
122 cvar_set("fraglimit", ftos(race_fraglimit));
123 cvar_set("leadlimit", ftos(race_leadlimit));
124 cvar_set("timelimit", ftos(race_timelimit));
131 MUTATOR_HOOKFUNCTION(cts_PlayerPreThink)
133 if(IS_SPEC(self) || IS_OBSERVER(self))
134 if(g_race_qualifying)
135 if(msg_entity.enemy.race_laptime)
136 race_SendNextCheckpoint(msg_entity.enemy, 1);
141 MUTATOR_HOOKFUNCTION(cts_ClientConnect)
143 race_PreparePlayer();
144 self.race_checkpoint = -1;
146 if(IS_REAL_CLIENT(self))
148 string rr = CTS_RECORD;
151 race_send_recordtime(MSG_ONE);
152 race_send_speedaward(MSG_ONE);
154 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
155 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
156 race_send_speedaward_alltimebest(MSG_ONE);
159 for (i = 1; i <= RANKINGS_CNT; ++i)
161 race_SendRankings(i, 0, 0, MSG_ONE);
168 MUTATOR_HOOKFUNCTION(cts_MakePlayerObserver)
170 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
171 self.frags = FRAGS_LMS_LOSER;
173 self.frags = FRAGS_SPECTATOR;
175 race_PreparePlayer();
176 self.race_checkpoint = -1;
181 MUTATOR_HOOKFUNCTION(cts_PlayerSpawn)
183 if(spawn_spot.target == "")
184 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
185 race_PreparePlayer();
187 // if we need to respawn, do it right
188 self.race_respawn_checkpoint = self.race_checkpoint;
189 self.race_respawn_spotref = spawn_spot;
196 MUTATOR_HOOKFUNCTION(cts_PutClientInServer)
201 if(self.killcount == -666 /* initial spawn */ || g_race_qualifying) // spawn
202 race_PreparePlayer();
204 race_RetractPlayer();
206 race_AbandonRaceCheck(self);
211 MUTATOR_HOOKFUNCTION(cts_PlayerDies)
213 self.respawn_flags |= RESPAWN_FORCE;
214 race_AbandonRaceCheck(self);
218 MUTATOR_HOOKFUNCTION(cts_BotRoles)
220 self.havocbot_role = havocbot_role_cts;
224 MUTATOR_HOOKFUNCTION(cts_PlayerPostThink)
226 if(self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
228 if (!self.stored_netname)
229 self.stored_netname = strzone(uid2name(self.crypto_idfp));
230 if(self.stored_netname != self.netname)
232 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
233 strunzone(self.stored_netname);
234 self.stored_netname = strzone(self.netname);
241 MUTATOR_HOOKFUNCTION(cts_ForbidThrowing)
243 // no weapon dropping in CTS
247 MUTATOR_HOOKFUNCTION(cts_FilterItem)
249 if(self.classname == "droppedweapon")
255 MUTATOR_HOOKFUNCTION(cts_PlayerDamage)
257 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL)
258 if(!autocvar_g_cts_selfdamage)
264 MUTATOR_HOOKFUNCTION(cts_ForbidClearPlayerScore)
266 return TRUE; // in CTS, you don't lose score by observing
269 void cts_Initialize()
271 g_cloaked = 1; // always enable cloak in CTS
276 MUTATOR_DEFINITION(gamemode_cts)
278 MUTATOR_HOOK(PlayerPhysics, cts_PlayerPhysics, CBC_ORDER_ANY);
279 MUTATOR_HOOK(reset_map_global, cts_ResetMap, CBC_ORDER_ANY);
280 MUTATOR_HOOK(PlayerPreThink, cts_PlayerPreThink, CBC_ORDER_ANY);
281 MUTATOR_HOOK(ClientConnect, cts_ClientConnect, CBC_ORDER_ANY);
282 MUTATOR_HOOK(MakePlayerObserver, cts_MakePlayerObserver, CBC_ORDER_ANY);
283 MUTATOR_HOOK(PlayerSpawn, cts_PlayerSpawn, CBC_ORDER_ANY);
284 MUTATOR_HOOK(PutClientInServer, cts_PutClientInServer, CBC_ORDER_ANY);
285 MUTATOR_HOOK(PlayerDies, cts_PlayerDies, CBC_ORDER_ANY);
286 MUTATOR_HOOK(HavocBot_ChooseRole, cts_BotRoles, CBC_ORDER_ANY);
287 MUTATOR_HOOK(GetPressedKeys, cts_PlayerPostThink, CBC_ORDER_ANY);
288 MUTATOR_HOOK(ForbidThrowCurrentWeapon, cts_ForbidThrowing, CBC_ORDER_ANY);
289 MUTATOR_HOOK(FilterItem, cts_FilterItem, CBC_ORDER_ANY);
290 MUTATOR_HOOK(PlayerDamage_Calculate, cts_PlayerDamage, CBC_ORDER_ANY);
291 MUTATOR_HOOK(ForbidPlayerScore_Clear, cts_ForbidClearPlayerScore, CBC_ORDER_ANY);
295 if(time > 1) // game loads at time 1
296 error("This is a game type and it cannot be added at runtime.");
300 MUTATOR_ONROLLBACK_OR_REMOVE
302 // we actually cannot roll back cts_Initialize here
303 // BUT: we don't need to! If this gets called, adding always
309 print("This is a game type and it cannot be removed at runtime.");