return versionmsg;
}
-string getwelcomemessage(void)
+string getwelcomemessage()
{
string s, modifications, motd;
modifications = strcat(modifications, ", No start weapons");
if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
modifications = strcat(modifications, ", Low gravity");
- if(g_cloaked && !g_cts)
- modifications = strcat(modifications, ", Cloaked");
if(g_weapon_stay && !g_cts)
modifications = strcat(modifications, ", Weapons stay");
if(g_jetpack)
if(modifications != "")
s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
- if (cvar("g_nades"))
- s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
-
if(cache_lastmutatormsg != autocvar_g_mutatormsg)
{
if(cache_lastmutatormsg)
// teams that are allowed will now have their player counts stored in c1...c4
void GetTeamCounts(entity ignore)
{
- entity head;
float value, bvalue;
// now count how many players are on each team already
// FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
// also remember the lowest-scoring player
- FOR_EACH_CLIENT(head)
- {
+ FOREACH_CLIENT(true, LAMBDA(
float t;
- if(IS_PLAYER(head) || head.caplayer)
- t = head.team;
- else if(head.team_forced > 0)
- t = head.team_forced; // reserve the spot
+ if(IS_PLAYER(it) || it.caplayer)
+ t = it.team;
+ else if(it.team_forced > 0)
+ t = it.team_forced; // reserve the spot
else
continue;
- if(head != ignore)// && head.netname != "")
+ if(it != ignore)// && it.netname != "")
{
- value = PlayerValue(head);
- if(IS_BOT_CLIENT(head))
+ value = PlayerValue(it);
+ if(IS_BOT_CLIENT(it))
bvalue = value;
else
bvalue = 0;
}
}
}
- }
+ ));
// if the player who has a forced team has not joined yet, reserve the spot
if(autocvar_g_campaign)
float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
// in normal deathmatch we can just apply the color and we're done
- if(!teamplay) {
+ if(!teamplay)
SetPlayerColors(self, _color);
+
+ if(!IS_CLIENT(self))
+ {
+ // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_CONNECTING, self.netname);
return;
}
+ if(!teamplay)
+ return;
+
scolor = self.clientcolors & 0x0F;
dcolor = _color & 0x0F;
TeamchangeFrags(self);
}
- // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
- if(!IS_CLIENT(self))
- Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
+ MUTATOR_CALLHOOK(Player_ChangeTeam, self, steam, dteam);
SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));