return 0;
if(cvar("g_campaign"))
return 0;
+ if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
+ return 0;
if(!cvar("g_balance_teams_force"))
return -1;
return 1;
cvar_set("g_race", ftos(g_race));
cvar_set("g_nexball", ftos(g_nexball));
cvar_set("g_cts", ftos(g_cts));
+ cvar_set("g_freezetag", ftos(g_freezetag));
+ cvar_set("g_keepaway", ftos(g_keepaway));
}
void ReadGameCvars()
prev = cvar("gamecfg");
for(i = 0; i < 2; ++i)
{
+//#NO AUTOCVARS START
found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
+ found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
+ found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
+//#NO AUTOCVARS END
if(found)
break;
fraglimit_override = cvar("fraglimit_override");
leadlimit_override = cvar("leadlimit_override");
- if(cvar("g_dodging"))
- MUTATOR_ADD(dodging);
-
if(g_dm)
{
game = GAME_DEATHMATCH;
MUTATOR_ADD(gamemode_keyhunt);
}
+ if(g_freezetag)
+ {
+ game = GAME_FREEZETAG;
+ gamemode_name = "Freeze Tag";
+ ActivateTeamplay();
+ fraglimit_override = cvar("g_freezetag_point_limit");
+ leadlimit_override = cvar("g_freezetag_point_leadlimit");
+ MUTATOR_ADD(gamemode_freezetag);
+ }
+
if(g_assault)
{
game = GAME_ASSAULT;
have_team_spawns = -1; // request team spawns
}
+ if(g_keepaway)
+ {
+ game = GAME_KEEPAWAY;
+ gamemode_name = "Keepaway";
+ MUTATOR_ADD(gamemode_keepaway);
+ }
+
if(teams_matter)
entcs_init();
race_timelimit = cvar("timelimit");
cvar_set("fraglimit", "0");
cvar_set("leadlimit", "0");
- cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
+ cvar_set("timelimit", ftos(cvar("g_race_qualifying_timelimit")));
}
else
g_race_qualifying = 0;
modifications = strcat(modifications, ", Low gravity");
if(g_cloaked)
modifications = strcat(modifications, ", Cloaked");
- if(g_footsteps)
- modifications = strcat(modifications, ", Steps");
if(g_grappling_hook)
modifications = strcat(modifications, ", Hook");
- if(g_laserguided_missile)
- modifications = strcat(modifications, ", LG missiles");
if(g_midair)
modifications = strcat(modifications, ", Midair");
- if(g_vampire)
- modifications = strcat(modifications, ", Vampire");
if(g_pinata)
modifications = strcat(modifications, ", Pinata");
if(g_weapon_stay)
c1 = c2 = c3 = c4 = -1;
cb1 = cb2 = cb3 = cb4 = 0;
- if(g_onslaught)
+ if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
+ {
+ c1 = 0; // only allow RED team for player joining
+ }
+ else if(g_onslaught)
{
// onslaught is special
head = findchain(classname, "onslaught_generator");
}
// TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
- if(c3==-1&&c4==-1)
+ if(c3==-1 && c4==-1)
if(cvar("bot_vs_human") && for_whom)
{
if(cvar("bot_vs_human") > 0)
c1 = -1;
}
}
+
+ // if player has a forced team, ONLY allow that one
+ if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
+ c2 = c3 = c4 = -1;
+ else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
+ c1 = c3 = c4 = -1;
+ else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
+ c1 = c2 = c4 = -1;
+ else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
+ c1 = c2 = c3 = -1;
}
float PlayerValue(entity p)
if(IsTeamBalanceForced() == 1)
return 1;
return 1;
+ // FIXME: it always returns 1...
}
// c1...c4 should be set to -1 (not allowed) or 0 (allowed).
if(c4 >= 0)
totalteams = totalteams + 1;
- if(cvar("bot_vs_human"))
+ if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
totalteams += 1;
if(totalteams <= 1)
{
- if(g_domination)
+ if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
+ return 1; // special case for campaign and player joining
+ else if(g_domination)
error("Too few teams available for domination\n");
else if(g_ctf)
error("Too few teams available for ctf\n");
else if(g_keyhunt)
error("Too few teams available for key hunt\n");
+ else if(g_freezetag)
+ error("Too few teams available for freeze tag\n");
else
error("Too few teams available for team deathmatch\n");
}
{
// 1: use team count, if equal prefer own team
if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
- if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
- if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
- if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
+ if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
+ if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
+ if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
}
else if(balance_type == 3)
{
// find out what teams are available
CheckAllowedTeams(pl);
+ // if we want the player in a certain team for campaign, force him there
+ if(cvar("g_campaign"))
+ if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
+ {
+ switch(cvar("g_campaign_forceteam"))
+ {
+ case 1:
+ SetPlayerColors(pl, COLOR_TEAM1 - 1);
+ LogTeamchange(pl.playerid, pl.team, 2);
+ return COLOR_TEAM1;
+ case 2:
+ SetPlayerColors(pl, COLOR_TEAM2 - 1);
+ LogTeamchange(pl.playerid, pl.team, 2);
+ return COLOR_TEAM2;
+ case 3:
+ SetPlayerColors(pl, COLOR_TEAM3 - 1);
+ LogTeamchange(pl.playerid, pl.team, 2);
+ return COLOR_TEAM3;
+ case 4:
+ SetPlayerColors(pl, COLOR_TEAM4 - 1);
+ LogTeamchange(pl.playerid, pl.team, 2);
+ return COLOR_TEAM4;
+ default:
+ break;
+ }
+ }
+
// if we don't care what team he ends up on, put him on whatever team he entered as.
// if he's not on a valid team, then let other code put him on the smallest team
if(!forcebestteam)
smallest = FindSmallestTeam(pl, TRUE);
- if(!only_return_best)
+ if(!only_return_best && !pl.bot_forced_team)
{
TeamchangeFrags(self);
if(smallest == 1)