InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
}
-string GetClientVersionMessage() {
+string GetClientVersionMessage()
+{SELFPARAM();
string versionmsg;
if (self.version_mismatch) {
if(self.version < autocvar_gameversion) {
else
modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
}
- if(cvar("g_balance_blaster_weaponstart") == 0)
+ else if(cvar("g_balance_blaster_weaponstart") == 0)
modifications = strcat(modifications, ", No start weapons");
if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
modifications = strcat(modifications, ", Low gravity");
s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
}
+ string mutator_msg = "";
+ MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
+ mutator_msg = ret_string;
+
+ s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
+
motd = autocvar_sv_motd;
if (motd != "") {
s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
// set c1...c4 to show what teams are allowed
void CheckAllowedTeams (entity for_whom)
-{
+{SELFPARAM();
float dm;
entity head;
string teament_name;
}
float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
-{
+{SELFPARAM();
float smallest, selectedteam;
// don't join a team if we're not playing a team game
//void() ctf_playerchanged;
void SV_ChangeTeam(float _color)
-{
+{SELFPARAM();
float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
// in normal deathmatch we can just apply the color and we're done