int WinningCondition_LMS()
{
entity first_player = NULL;
- int total_players = 0;
- FOREACH_CLIENT(IS_PLAYER(it), {
- if (!total_players)
+ int totalplayers = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ 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);
if (!player_rank)
{
int pl_cnt = 0;
- FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
- if (player.lms_spectate_warning != 2)
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ pl_cnt++;
+ });
+ if (player.lms_spectate_warning < 2)
{
if(IS_BOT_CLIENT(player))
bot_clear(player);
- player.frags = FRAGS_LMS_LOSER;
+ player.frags = FRAGS_PLAYER_OUT_OF_GAME;
GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
}
else
{
lms_lowest_lives = 999;
FOREACH_CLIENT(true, {
- if (it.frags == FRAGS_LMS_LOSER)
+ if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
{
float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
if (it_rank > player_rank && it_rank <= 256)
GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
++quitters;
}
- player.frags = FRAGS_LMS_LOSER;
+ player.frags = FRAGS_PLAYER_OUT_OF_GAME;
TRANSMUTE(Observer, player);
}
- if (pl_cnt == 2 && !warmup_stage) // a player is forfeiting leaving only one 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);
+ }
}
MUTATOR_HOOKFUNCTION(lms, ClientDisconnect)
{
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)
if(tl <= 0)
{
int pl_cnt = 0;
- FOREACH_CLIENT(IS_PLAYER(it), { pl_cnt++; });
+ FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
+ pl_cnt++;
+ });
if(IS_BOT_CLIENT(frag_target))
bot_clear(frag_target);
- frag_target.frags = FRAGS_LMS_LOSER;
+ frag_target.frags = FRAGS_PLAYER_OUT_OF_GAME;
GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
}
}
MUTATOR_HOOKFUNCTION(lms, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
start_health = warmup_start_health = cvar("g_lms_start_health");
start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
if(item.itemdef == ITEM_ExtraLife)
{
- Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES, autocvar_g_lms_extra_lives);
GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
return MUT_ITEMTOUCH_PICKUP;
}
}
else
{
- if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_LMS_LOSER)
+ if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
{
player.lms_spectate_warning = 1;
sprint(player, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
return true;
}
-MUTATOR_HOOKFUNCTION(lms, WantWeapon)
+MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
{
- M_ARGV(2, bool) = true; // all weapons
+ if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+ M_ARGV(0, string) = autocvar_g_lms_weaponarena;
}
MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)