int WinningCondition_LMS()
{
entity first_player = NULL;
- int total_players = 0;
+ int totalplayers = 0;
FOREACH_CLIENT(IS_PLAYER(it), {
- if (!total_players)
+ if (!totalplayers)
first_player = it;
- ++total_players;
+ ++totalplayers;
});
- if (total_players)
+ if (totalplayers)
{
- if (total_players > 1)
+ if (totalplayers > 1)
{
// two or more active players - continue with the game
});
}
+// FIXME add support for sv_ready_restart_after_countdown
+// that is find a way to respawn/reset players IN GAME without setting lives to 0
+MUTATOR_HOOKFUNCTION(lms, ReadLevelCvars)
+{
+ // incompatible
+ sv_ready_restart_after_countdown = 0;
+}
+
MUTATOR_HOOKFUNCTION(lms, PutClientInServer)
{
entity player = M_ARGV(0, entity);
{
int pl_cnt = 0;
FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
- if (player.lms_spectate_warning != 2)
+ if (player.lms_spectate_warning < 2)
{
if(IS_BOT_CLIENT(player))
bot_clear(player);
lms_lowest_lives = 0; // end the game now!
}
- if(CS(player).killcount != FRAGS_SPECTATOR)
- if(GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
+ if (CS(player).killcount != FRAGS_SPECTATOR && player.lms_spectate_warning < 3)
+ if (GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning < 2)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
else
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
{
entity player = M_ARGV(0, entity);
+ // no further message other than the disconnect message
+ player.lms_spectate_warning = 3;
+
lms_RemovePlayer(player);
}
}
}
+// FIXME LMS doesn't allow clients to spectate due to its particular implementation
MUTATOR_HOOKFUNCTION(lms, AutoJoinOnConnection)
{
if(autocvar_g_campaign)