]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_keyhunt.qc
Merge branch 'Mario/teams_bitflag' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_keyhunt.qc
index 448a2bbc78c47d1d905de3a9d13910e71a987e74..1ffe6e60c07518e44d625b9551a7ac1db74db995 100644 (file)
@@ -144,7 +144,7 @@ const float SP_KH_DESTROYS = 6;
 const float SP_KH_PICKUPS = 7;
 const float SP_KH_KCKILLS = 8;
 const float SP_KH_LOSSES = 9;
-void kh_ScoreRules(float teams)
+void kh_ScoreRules(int teams)
 {
        ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true);
        ScoreInfo_SetLabel_TeamScore(  ST_KH_CAPS,      "caps",      SFL_SORT_PRIO_SECONDARY);
@@ -307,7 +307,7 @@ void kh_Key_Attach(entity key)  // runs when a player picks up a key and several
 #endif
        key.flags = 0;
        key.solid = SOLID_NOT;
-       key.movetype = MOVETYPE_NONE;
+       set_movetype(key, MOVETYPE_NONE);
        key.team = key.owner.team;
        key.nextthink = time;
        key.damageforcescale = 0;
@@ -346,7 +346,7 @@ void kh_Key_Detach(entity key) // runs every time a key is dropped or lost. Runs
 #endif
        key.flags = FL_ITEM;
        key.solid = SOLID_TRIGGER;
-       key.movetype = MOVETYPE_TOSS;
+       set_movetype(key, MOVETYPE_TOSS);
        key.pain_finished = time + autocvar_g_balance_keyhunt_delay_return;
        key.damageforcescale = autocvar_g_balance_keyhunt_damageforcescale;
        key.takedamage = DAMAGE_YES;
@@ -505,7 +505,7 @@ void kh_Key_Collect(entity key, entity player)  //a player picks up a dropped ke
        kh_Key_AssignTo(key, player); // this also updates .kh_state
 }
 
-void kh_Key_Touch(entity this)  // runs many, many times when a key has been dropped and can be picked up
+void kh_Key_Touch(entity this, entity toucher)  // runs many, many times when a key has been dropped and can be picked up
 {
        if(intermission_running)
                return;
@@ -521,14 +521,14 @@ void kh_Key_Touch(entity this)  // runs many, many times when a key has been dro
                // maybe start a shorter countdown?
        }
 
-       if (!IS_PLAYER(other))
+       if (!IS_PLAYER(toucher))
                return;
-       if(IS_DEAD(other))
+       if(IS_DEAD(toucher))
                return;
-       if(other == this.enemy)
+       if(toucher == this.enemy)
                if(time < this.kh_droptime + autocvar_g_balance_keyhunt_delay_collect)
                        return;  // you just dropped it!
-       kh_Key_Collect(this, other);
+       kh_Key_Collect(this, toucher);
 }
 
 void kh_Key_Remove(entity key)  // runs after when all the keys have been collected or when a key has been dropped for more than X seconds
@@ -959,9 +959,15 @@ void kh_WaitForPlayers()  // delay start of the round until enough players are p
                }
                else
                {
-                       float missing_teams_mask = boolean(p1) + boolean(p2) * 2;
-                       if(kh_teams >= 3) missing_teams_mask += boolean(p3) * 4;
-                       if(kh_teams >= 4) missing_teams_mask += boolean(p4) * 8;
+                       int missing_teams_mask = 0;
+                       if(kh_teams & BIT(0))
+                               missing_teams_mask += boolean(p1) * 1;
+                       if(kh_teams & BIT(1))
+                               missing_teams_mask += boolean(p2) * 2;
+                       if(kh_teams & BIT(2))
+                               missing_teams_mask += boolean(p3) * 4;
+                       if(kh_teams & BIT(3))
+                               missing_teams_mask += boolean(p4) * 8;
                        if(prev_missing_teams_mask != missing_teams_mask)
                        {
                                Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
@@ -1056,6 +1062,14 @@ void kh_Initialize()  // sets up th KH environment
                kh_teams = autocvar_g_keyhunt_teams;
        kh_teams = bound(2, kh_teams, 4);
 
+       int teams = 0;
+       if(kh_teams >= 1) teams |= BIT(0);
+       if(kh_teams >= 2) teams |= BIT(1);
+       if(kh_teams >= 3) teams |= BIT(2);
+       if(kh_teams >= 4) teams |= BIT(3);
+
+       kh_teams = teams; // now set it?
+
        // make a KH entity for controlling the game
        kh_controller = spawn();
        setthink(kh_controller, kh_Controller_Think);