InitGameplayMode();
readlevelcvars();
GrappleHookInit();
- ElectroInit();
- LaserInit();
player_count = 0;
bot_waypoints_for_items = autocvar_g_waypoints_for_items;
addstat(STAT_TYPEHIT_TIME, AS_FLOAT, typehit_time);
addstat(STAT_LAYED_MINES, AS_INT, minelayer_mines);
- addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
- addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
+ addstat(STAT_VORTEX_CHARGE, AS_FLOAT, vortex_charge);
+ addstat(STAT_VORTEX_CHARGEPOOL, AS_FLOAT, vortex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
// - for this timelimit_overtime needs to be >0 of course
// - also check the winning condition calculated in the previous frame and only add normal overtime
// again, if at the point at which timelimit would be extended again, still no winner was found
- if (!autocvar_g_campaign && (checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < autocvar_timelimit_overtimes) && autocvar_timelimit_overtime && !(g_race && !g_race_qualifying))
+ if (!autocvar_g_campaign && (checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < autocvar_timelimit_overtimes || autocvar_timelimit_overtimes < 0) && autocvar_timelimit_overtime && !(g_race && !g_race_qualifying))
{
return 1; // need to call InitiateOvertime later
}
void EndFrame()
{
+ anticheat_endframe();
+
float altime;
FOR_EACH_REALCLIENT(self)
{