#include "teamplay.qh"
-#include "cl_client.qh"
+#include "client.qh"
#include "race.qh"
#include "scores.qh"
#include "scores_rules.qh"
#include "command/vote.qh"
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
#include "../common/deathtypes/all.qh"
-#include "../common/gamemodes/all.qh"
+#include "../common/gamemodes/_mod.qh"
#include "../common/teams.qh"
void TeamchangeFrags(entity e)
get_mi_min_max(1);
world.mins = mi_min;
world.maxs = mi_max;
+ // currently, NetRadiant's limit is 131072 qu for each side
+ // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
+ // set the distance according to map size but don't go over the limit to avoid issues with float precision
+ // in case somebody makes extremely large maps
+ max_shot_distance = min(230000, vlen(world.maxs - world.mins));
MapInfo_LoadMapSettings(mapname);
serverflags &= ~SERVERFLAG_TEAMPLAY;
return s;
}
+void setcolor(entity this, int clr)
+{
+#if 0
+ this.clientcolors = clr;
+ this.team = (clr & 15) + 1;
+#else
+ builtin_setcolor(this, clr);
+#endif
+}
+
void SetPlayerColors(entity pl, float _color)
{
/*string s;
// set c1...c4 to show what teams are allowed
void CheckAllowedTeams (entity for_whom)
{
- int dm = 0;
+ int teams_mask = 0;
c1 = c2 = c3 = c4 = -1;
cb1 = cb2 = cb3 = cb4 = 0;
string teament_name = string_null;
- bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name);
- dm = M_ARGV(0, float);
+ bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name);
+ teams_mask = M_ARGV(0, float);
teament_name = M_ARGV(1, string);
if(!mutator_returnvalue)
{
- if(dm & BIT(0)) c1 = 0;
- if(dm & BIT(1)) c2 = 0;
- if(dm & BIT(2)) c3 = 0;
- if(dm & BIT(3)) c4 = 0;
+ if(teams_mask & BIT(0)) c1 = 0;
+ if(teams_mask & BIT(1)) c2 = 0;
+ if(teams_mask & BIT(2)) c3 = 0;
+ if(teams_mask & BIT(3)) c4 = 0;
}
// find out what teams are allowed if necessary
// now t is the minimum, or A minimum!
if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
- RandomSelection_Add(NULL, 1, string_null, 1, 1);
+ RandomSelection_AddFloat(1, 1, 1);
if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
- RandomSelection_Add(NULL, 2, string_null, 1, 1);
+ RandomSelection_AddFloat(2, 1, 1);
if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
- RandomSelection_Add(NULL, 3, string_null, 1, 1);
+ RandomSelection_AddFloat(3, 1, 1);
if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
- RandomSelection_Add(NULL, 4, string_null, 1, 1);
+ RandomSelection_AddFloat(4, 1, 1);
return RandomSelection_chosen_float;
}
SetPlayerColors(this, selectedteam - 1);
// when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
- // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
+ // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
LogTeamchange(this.playerid, this.team, 99);
}
return selectedteam;