--- /dev/null
+ // ===================================
+ // Master config for core game modes
+ // ===================================
+
+ // global gametype setting (0 = deathmatch)
+ set gamecfg 0
+
+
+ // =================
+ // gamestart hooks
+ // =================
+
+ alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2"
+ alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}"
+ alias sv_hook_gamestart_all
+ alias sv_hook_gamestart_dm
+ alias sv_hook_gamestart_tdm
+ alias sv_hook_gamestart_dom
+ alias sv_hook_gamestart_ctf
+ alias sv_hook_gamestart_lms
+ alias sv_hook_gamestart_ca
+ alias sv_hook_gamestart_kh
+ alias sv_hook_gamestart_ons
+ alias sv_hook_gamestart_as
+ alias sv_hook_gamestart_rc
+ alias sv_hook_gamestart_nb
+ alias sv_hook_gamestart_cts
+ alias sv_hook_gamestart_ka
+ alias sv_hook_gamestart_ft
+ alias sv_hook_gamestart_inv
+ alias sv_hook_gamerestart
+ alias sv_hook_gameend
+
+
+ // =====================
+ // gametype vote hooks
+ // =====================
+ // These are called when the mode is switched via gametype vote screen,
+ // earlier than gamestart hooks (useful for enabling per-gamemode mutators)
+ // The _all hook is called before the specific one
+ // here it sets g_maxplayers to undo what duel does
+ alias sv_vote_gametype_hook_all "set g_maxplayers 0"
+ alias sv_vote_gametype_hook_as
+ alias sv_vote_gametype_hook_ca
+ alias sv_vote_gametype_hook_ctf
+ alias sv_vote_gametype_hook_cts
+ alias sv_vote_gametype_hook_dm
+ alias sv_vote_gametype_hook_dom
+ alias sv_vote_gametype_hook_ft
+ alias sv_vote_gametype_hook_inv
+ alias sv_vote_gametype_hook_ka
+ alias sv_vote_gametype_hook_kh
+ alias sv_vote_gametype_hook_lms
+ alias sv_vote_gametype_hook_nb
+ alias sv_vote_gametype_hook_ons
+ alias sv_vote_gametype_hook_rc
+ alias sv_vote_gametype_hook_tdm
+
+ // Preset to allow duel to be used for the gametype voting screen
+ // sv_vote_gametype_*_type Must be set to the name of the gametype the option is based on
+ // sv_vote_gametype_*_name Contains a human-readable name of the gametype
+ // sv_vote_gametype_*_description Contains a longer description
+ set sv_vote_gametype_duel_type dm
+ set sv_vote_gametype_duel_name Duel
+ set sv_vote_gametype_duel_description "One vs One match"
+ alias sv_vote_gametype_hook_duel "set g_maxplayers 2"
+
+
+ // ===========
+ // leadlimit
+ // ===========
+ // this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
+ set leadlimit 0
+ set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)"
+ seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_invasion_point_limit -1 "Invasion point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+
+
+ // =================================
+ // respawn delay/waves/weapon_stay
+ // =================================
+ // when variables are set to anything other than 0, they take over the global setting. Negative values force an output value of zero.
+ set g_ctf_respawn_delay_small 1
+ set g_ctf_respawn_delay_small_count 1
+ set g_ctf_respawn_delay_large 5
+ set g_ctf_respawn_delay_large_count 5
+ set g_ctf_respawn_delay_max 0
+ set g_ctf_respawn_waves 0
+ set g_ctf_weapon_stay 0
+ set g_dm_respawn_delay_small 0
+ set g_dm_respawn_delay_small_count 0
+ set g_dm_respawn_delay_large 0
+ set g_dm_respawn_delay_large_count 0
+ set g_dm_respawn_delay_max 0
+ set g_dm_respawn_waves 0
+ set g_dm_weapon_stay 0
+ set g_dom_respawn_delay_small 0
+ set g_dom_respawn_delay_small_count 0
+ set g_dom_respawn_delay_large 0
+ set g_dom_respawn_delay_large_count 0
+ set g_dom_respawn_delay_max 0
+ set g_dom_respawn_waves 0
+ set g_dom_weapon_stay 0
+ set g_lms_respawn_delay_small 0
+ set g_lms_respawn_delay_small_count 0
+ set g_lms_respawn_delay_large 0
+ set g_lms_respawn_delay_large_count 0
+ set g_lms_respawn_delay_max 0
+ set g_lms_respawn_waves 0
+ set g_lms_weapon_stay 0
+ set g_tdm_respawn_delay_small 0
+ set g_tdm_respawn_delay_small_count 0
+ set g_tdm_respawn_delay_large 0
+ set g_tdm_respawn_delay_large_count 0
+ set g_tdm_respawn_delay_max 0
+ set g_tdm_respawn_waves 0
+ set g_tdm_weapon_stay 0
+ set g_ka_respawn_delay_small 0
+ set g_ka_respawn_delay_small_count 0
+ set g_ka_respawn_delay_large 0
+ set g_ka_respawn_delay_large_count 0
+ set g_ka_respawn_delay_max 0
+ set g_ka_respawn_waves 0
+ set g_ka_weapon_stay 0
+ set g_kh_respawn_delay_small 0
+ set g_kh_respawn_delay_small_count 0
+ set g_kh_respawn_delay_large 0
+ set g_kh_respawn_delay_large_count 0
+ set g_kh_respawn_delay_max 0
+ set g_kh_respawn_waves 0
+ set g_kh_weapon_stay 0
+ set g_ca_respawn_delay_small 0
+ set g_ca_respawn_delay_small_count 0
+ set g_ca_respawn_delay_large 0
+ set g_ca_respawn_delay_large_count 0
+ set g_ca_respawn_delay_max 0
+ set g_ca_respawn_waves 0
+ set g_ca_weapon_stay 0
+ set g_nb_respawn_delay_small 0
+ set g_nb_respawn_delay_small_count 0
+ set g_nb_respawn_delay_large 0
+ set g_nb_respawn_delay_large_count 0
+ set g_nb_respawn_delay_max 0
+ set g_nb_respawn_waves 0
+ set g_nb_weapon_stay 0
+ set g_as_respawn_delay_small 0
+ set g_as_respawn_delay_small_count 0
+ set g_as_respawn_delay_large 0
+ set g_as_respawn_delay_large_count 0
+ set g_as_respawn_delay_max 0
+ set g_as_respawn_waves 0
+ set g_as_weapon_stay 0
+ set g_ons_respawn_delay_small 0
+ set g_ons_respawn_delay_small_count 0
+ set g_ons_respawn_delay_large 0
+ set g_ons_respawn_delay_large_count 0
+ set g_ons_respawn_delay_max 0
+ set g_ons_respawn_waves 0
+ set g_ons_weapon_stay 0
+ set g_rc_respawn_delay_small 0
+ set g_rc_respawn_delay_small_count 0
+ set g_rc_respawn_delay_large 0
+ set g_rc_respawn_delay_large_count 0
+ set g_rc_respawn_delay_max 0
+ set g_rc_respawn_waves 0
+ set g_rc_weapon_stay 0
+ set g_cts_respawn_delay_small -1 // CTS shall have instant respawn.
+ set g_cts_respawn_delay_small_count 0
+ set g_cts_respawn_delay_large -1 // CTS shall have instant respawn.
+ set g_cts_respawn_delay_large_count 0
+ set g_cts_respawn_delay_max 0
+ set g_cts_respawn_waves 0
+ set g_cts_weapon_stay 2
+ set g_ft_respawn_delay_small 0
+ set g_ft_respawn_delay_small_count 0
+ set g_ft_respawn_delay_large 0
+ set g_ft_respawn_delay_large_count 0
+ set g_ft_respawn_delay_max 0
+ set g_ft_respawn_waves 0
+ set g_ft_weapon_stay 0
+ set g_inv_respawn_delay_small 0
+ set g_inv_respawn_delay_small_count 0
+ set g_inv_respawn_delay_large 0
+ set g_inv_respawn_delay_large_count 0
+ set g_inv_respawn_delay_max 0
+ set g_inv_respawn_waves 0
+ set g_inv_weapon_stay 0
+
+
+ // =========
+ // assault
+ // =========
+ set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win"
+
+
+ // ============
+ // clan arena
+ // ============
+ set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round"
+ seta g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games"
+ set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
+ set g_ca_damage2score_multiplier 0.01
+ set g_ca_round_timelimit 180 "round time limit in seconds"
+ seta g_ca_teams_override 0
+ set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+ set g_ca_teams 0
+
+
+ // ==================
+ // capture the flag
+ // ==================
+ set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score"
+ set g_ctf_oneflag 0 "Allow oneflag CTF mode on maps that support it"
+ set g_ctf_oneflag_reverse 0 "apply reverse mode to oneflag CTF (take flag to enemy bases to cap), overrides g_ctf_reverse only in oneflag, g_ctf_reverse still affects oneflag"
+ set g_ctf_leaderboard 0 "show top capture times in the scoreboard"
+ set g_ctf_flag_return 1 "auto return the flag to base when touched by a teammate"
+ set g_ctf_flag_return_carrying 0 "(manual return mode) auto return the flag to base if touched by a flag carrier"
+ set g_ctf_flag_return_carried_radius 100 "allow flags to be returned by carrier if base is within this radius"
+ set g_ctf_flag_return_time 15 "automatically return the flag to base after this amount of time"
+ set g_ctf_flag_return_dropped 100 "automatically return the flag to base if dropped within this distance from base (in qu)"
+ set g_ctf_flag_return_damage 0 "allow the flag to be damaged, reducing time needed to automatically return to base"
+ set g_ctf_flag_return_damage_delay 0 "how much time the flag takes to automatically return to base if it falls into lava/slime/trigger hurt"
+ set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt"
+ set g_ctf_flagcarrier_auto_helpme_damage 100 "automatically place a helpme notification on flag carrier waypointsprite if they get hit and their health dips below this value"
+ set g_ctf_flagcarrier_auto_helpme_time 2 "antispam time for the helpme notification"
+ set g_ctf_flagcarrier_selfdamagefactor 1
+ set g_ctf_flagcarrier_selfforcefactor 1
+ set g_ctf_flagcarrier_damagefactor 1
+ set g_ctf_flagcarrier_forcefactor 1
+ set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have held the flags a certain amount of time"
+ set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished: 1 = If ONE flag is no longer stale, 2 = If BOTH flags are no longer stale"
+ set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
+ set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
+ set g_ctf_dropped_capture_delay 1 "dropped capture delay"
+ set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
+ set g_ctf_flag_damageforcescale 2
+ set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
+ set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base"
+ set g_ctf_flag_collect_delay 1
+ set g_ctf_flag_health 0
+ set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
+ set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity"
+ set g_ctf_throw 1 "throwing allows circumventing carrierkill score, so enable this with care!"
+ set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag"
+ set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag"
+ set g_ctf_throw_punish_count 3
+ set g_ctf_throw_punish_delay 30
+ set g_ctf_throw_punish_time 10
+ set g_ctf_throw_strengthmultiplier 2 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D"
+ set g_ctf_throw_velocity_forward 500 "how fast or far a player can throw the flag"
+ set g_ctf_throw_velocity_up 200 "upwards velocity added upon initial throw"
+ set g_ctf_drop_velocity_up 200 "upwards velocity when a flag is dropped (i.e. when a flag carrier dies)"
+ set g_ctf_drop_velocity_side 100 "randomized sideways velocity when a flag is dropped"
+ set g_ctf_pass 1 "allow passing of flags to nearby team mates"
+ set g_ctf_pass_arc 20 "upwards arcing of the flag path to look more like a throw"
+ set g_ctf_pass_arc_max 200 "maximum height for upwards arcing of the flag path to look more like a throw"
+ set g_ctf_pass_directional_max 200 "maximum radius from crosshair for line of sight selection when passing"
+ set g_ctf_pass_directional_min 50 "minimum radius from crosshair for line of sight selection when passing"
+ set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
+ set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
+ set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
+ set g_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing"
+ set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped"
+ set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag"
+ set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle"
+ set g_ctf_allow_vehicle_carry 1 "allow players to hold flags inside a vehicle"
+ set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters"
+ set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores"
+
+ set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
+ set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
+ set g_ctf_shield_force 100 "push force of the shield"
+
+ set g_ctf_flag_red_model "models/ctf/flags.md3"
+ set g_ctf_flag_red_skin 0
+ set g_ctf_flag_blue_model "models/ctf/flags.md3"
+ set g_ctf_flag_blue_skin 1
+ set g_ctf_flag_yellow_model "models/ctf/flags.md3"
+ set g_ctf_flag_yellow_skin 2
+ set g_ctf_flag_pink_model "models/ctf/flags.md3"
+ set g_ctf_flag_pink_skin 3
+ set g_ctf_flag_neutral_model "models/ctf/flags.md3"
+ set g_ctf_flag_neutral_skin 4
+ set g_ctf_flag_glowtrails 1
+ set g_ctf_fullbrightflags 0
+ set g_ctf_dynamiclights 0
+
+ seta g_ctf_ignore_frags 0 "1: regular frags give no points"
+ exec ctfscoring-samual.cfg
+
+
+ // ====================
+ // complete the stage
+ // ====================
+ set g_cts 0 "CTS: complete the stage"
+ set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
+ set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
+
+
+ // ==========================
+ // deathmatch (ffa or team)
+ // ==========================
+ set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
+ set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
+ set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+ seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
+ set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+
+
+ // ============
+ // domination
+ // ============
+ set g_domination 0 "Domination: capture and hold control points to gain points"
+ set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
+ seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
+ set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills"
+ set g_domination_point_amt 0 "override: how many points to get per ping"
+ set g_domination_point_fullbright 0 "domination point fullbright"
+ set g_domination_point_rate 0 "override: how often to give those points"
+ //set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)"
+ set g_domination_point_glow 0 "domination point glow (warning, slow)"
+ set g_domination_roundbased 0 "enable round-based domination (capture all control points to win the round)"
+ set g_domination_roundbased_point_limit 5 "capture limit in round-based domination mode"
+ set g_domination_round_timelimit 120
+ set g_domination_warmup 5
+ //set g_domination_balance_team_points 1 "# of points received is based on team sizes"
+
+
+ // ===========
+ // freezetag
+ // ===========
+ set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
+ set g_freezetag_warmup 5 "Time players get to run around before the round starts"
+ seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
+ set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
+ set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
+ set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
+ set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
+ set g_freezetag_round_timelimit 180 "round time limit in seconds"
+ set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
+ seta g_freezetag_teams_override 0
+ set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+ set g_freezetag_teams 0
+
+
+ // ==========
+ // keepaway
+ // ==========
+ set g_keepaway 0 "game mode which focuses around a ball"
+ set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+ set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+ set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+ set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+ set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+ set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+ set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
+ set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
+ set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+ set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+ set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
+ set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+ set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
+ set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
+ set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
+ set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+ set g_keepawayball_trail_color 254 "particle trail color from player/ball"
+ set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
+ set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
+
+
+ // ==========
+ // key hunt
+ // ==========
+ set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score"
+ set g_balance_keyhunt_return_when_unreachable 1 "automatically destroy a key if it falls into lava/slime/trigger hurt"
+ set g_balance_keyhunt_delay_damage_return 5 "time a key takes to automatically destroy itself if it falls into lava/slime/trigger hurt"
+ set g_balance_keyhunt_delay_return 60 "time a key takes to destroy itself if dropped"
+ set g_balance_keyhunt_delay_round 5
+ set g_balance_keyhunt_delay_tracking 10
+ set g_balance_keyhunt_delay_fadeout 2
+ set g_balance_keyhunt_delay_collect 1.5
+ set g_balance_keyhunt_maxdist 150
+ set g_balance_keyhunt_score_collect 3
+ set g_balance_keyhunt_score_carrierfrag 2
+ set g_balance_keyhunt_score_capture 100
+ set g_balance_keyhunt_score_push 60
+ set g_balance_keyhunt_score_destroyed 50
+ set g_balance_keyhunt_score_destroyed_ownfactor 1
+ set g_balance_keyhunt_dropvelocity 300
+ set g_balance_keyhunt_throwvelocity 400
+ set g_balance_keyhunt_protecttime 0.8
+ set g_balance_keyhunt_damageforcescale 1
+ seta g_keyhunt_teams_override 0
+ set g_keyhunt_teams 0
+ set g_keyhunt_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+
+
+ // ===================
+ // last man standing
+ // ===================
+ set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
+ set g_lms_lives_override -1
+ set g_lms_extra_lives 0
+ set g_lms_regenerate 0
+ set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
+ set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
+
+
+ // =========
+ // nexball
+ // =========
+ set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic"
+ set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance"
+ set g_balance_nexball_primary_speed 1000 "launching speed"
+ set g_balance_nexball_primary_refire 0.7 "launching refire"
+ set g_balance_nexball_primary_animtime 0.3 "launching animtime"
+ set g_balance_nexball_secondary_animtime 0.3 "launching animtime"
+ set g_balance_nexball_secondary_speed 3000 "stealing projectile speed"
+ set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime"
+ set g_balance_nexball_secondary_force 500 "stealing projectile force"
+ set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
+ set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
+ set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try"
+ set g_nexball_basketball_jumppad 1 "whether basketballs should be pushable by jumppads"
+ set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
+ set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
+ set g_nexball_football_jumppad 1 "whether footballs should be pushable by jumppads"
+ set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
+ set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
+ set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
+ set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched"
+ set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)"
+ set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long"
+ set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow"
+ set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier"
+ set g_nexball_meter_period 1 "time to make a full cycle on the power meter"
+ set g_nexball_basketball_meter 1 "use the power meter for basketball"
+ set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter"
+ set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter"
+ set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
+ set g_nexball_delay_idle 10 "maximal idle time before a reset"
+ set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
+ set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
+ set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
+ set g_nexball_basketball_trail 1 "1 to leave a trail"
+ set g_nexball_football_trail 0 "1 to leave a trail"
+ set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
+ set g_nexball_playerclip_collisions 1 "make the ball bounce off clips"
+ set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
+ seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
+ seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
+ seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
+ seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
+ seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
+ seta g_nexball_tackling 1 "Allow ball theft?"
+
+
+ // ===========
+ // onslaught
+ // ===========
+ set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
+ set g_onslaught_point_limit 1 "Onslaught point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ set g_onslaught_warmup 5
+ set g_onslaught_round_timelimit 280
+ set g_onslaught_teleport_radius 200 "Allows teleporting from a control point to another"
+ set g_onslaught_teleport_wait 5 "Time before player can teleport again"
+ set g_onslaught_spawn_choose 1 "Allow players to choose the control point to be spawned at"
+ set g_onslaught_click_radius 500 "When choosing from the map, this level of precision is required"
+
+ set g_onslaught_gen_health 2500
+ set g_onslaught_allow_vehicle_touch 0
+ set g_onslaught_cp_health 1000
+ set g_onslaught_cp_buildhealth 100
+ set g_onslaught_cp_buildtime 5
+ set g_onslaught_cp_regen 20
+ set g_onslaught_cp_proxydecap 0 "de-capture controlpoints by standing close to them"
+ set g_onslaught_cp_proxydecap_distance 512
+ set g_onslaught_cp_proxydecap_dps 100
+ set g_onslaught_shield_force 100
+ set g_onslaught_spawn_at_controlpoints 0
+ set g_onslaught_spawn_at_controlpoints_chance 0.5
+ set g_onslaught_spawn_at_controlpoints_random 0
+ set g_onslaught_spawn_at_generator 0
+ set g_onslaught_spawn_at_generator_chance 0
+ set g_onslaught_spawn_at_generator_random 0
+
+
+ // ======
+ // race
+ // ======
+ set g_race 0 "Race: be faster than your opponents"
+ set g_race_qualifying_timelimit 0
+ set g_race_qualifying_timelimit_override -1 "qualifying session time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+ set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
+
+ // ==========
+ // invasion
+ // ==========
+ set g_invasion 0 "Invasion: survive against waves of monsters"
+ set g_invasion_round_timelimit 120 "maximum time to kill all monsters"
+ set g_invasion_warmup 10 "time between waves to prepare for battle"
+ set g_invasion_monster_count 10 "number of monsters on first wave (increments)"
+ set g_invasion_zombies_only 0 "only spawn zombies"
+ set g_invasion_spawn_delay 0.25
+ set g_invasion_spawnpoint_spawn_delay 0.5
+ set g_invasion_teams 0 "number of teams in invasion (note: use mapinfo to set this)"
+ set g_invasion_team_spawns 1 "use team spawns in teamplay invasion mode"
++set g_invasion_type 0 "type of invasion mode - 0: round-based, 1: hunting, 2: complete the stage (note: use mapinfo to set this)"
this.nextthink = time + delta;
e = edict_num(this.cnt + 1);
- if(IS_REAL_CLIENT(e))
+ if(IS_CLIENT(e) && IS_REAL_CLIENT(e))
{
WriteHeader(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);
WriteByte(MSG_BROADCAST, this.cnt);
- WriteShort(MSG_BROADCAST, bound(1, e.ping, 65535));
- WriteByte(MSG_BROADCAST, min(ceil(e.ping_packetloss * 255), 255));
- WriteByte(MSG_BROADCAST, min(ceil(e.ping_movementloss * 255), 255));
+ WriteShort(MSG_BROADCAST, bound(1, CS(e).ping, 65535));
+ WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_packetloss * 255), 255));
+ WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_movementloss * 255), 255));
// record latency times for clients throughout the match so we can report it to playerstats
- if(time > (e.latency_time + LATENCY_THINKRATE))
+ if(time > (CS(e).latency_time + LATENCY_THINKRATE))
{
- e.latency_sum += e.ping;
- e.latency_cnt += 1;
- e.latency_time = time;
- //print("sum: ", ftos(e.latency_sum), ", cnt: ", ftos(e.latency_cnt), ", avg: ", ftos(e.latency_sum / e.latency_cnt), ".\n");
+ CS(e).latency_sum += CS(e).ping;
+ CS(e).latency_cnt += 1;
+ CS(e).latency_time = time;
+ //print("sum: ", ftos(CS(e).latency_sum), ", cnt: ", ftos(CS(e).latency_cnt), ", avg: ", ftos(CS(e).latency_sum / CS(e).latency_cnt), ".\n");
}
}
else
BADPREFIX("cvar_check_");
BADCVAR("gamecfg");
BADCVAR("g_configversion");
- BADCVAR("g_maplist_index");
BADCVAR("halflifebsp");
BADCVAR("sv_mapformat_is_quake2");
BADCVAR("sv_mapformat_is_quake3");
BADCVAR("mastervolume");
BADCVAR("volume");
BADCVAR("bgmvolume");
+ BADCVAR("in_pitch_min");
+ BADCVAR("in_pitch_max");
// private
BADCVAR("developer");
// these can contain player IDs, so better hide
BADPREFIX("g_forced_team_");
+ BADCVAR("sv_muteban_list");
+ BADCVAR("sv_allow_customplayermodels_idlist");
+ BADCVAR("sv_allow_customplayermodels_speciallist");
// mapinfo
BADCVAR("fraglimit");
BADCVAR("g_freezetag");
BADCVAR("g_freezetag_teams");
BADCVAR("g_invasion_teams");
+ BADCVAR("g_invasion_type");
BADCVAR("g_jailbreak");
BADCVAR("g_jailbreak_teams");
BADCVAR("g_keepaway");
BADCVAR("g_race_laps_limit");
BADCVAR("g_race_qualifying_timelimit");
BADCVAR("g_race_qualifying_timelimit_override");
+ BADCVAR("g_runematch");
BADCVAR("g_snafu");
BADCVAR("g_tdm");
BADCVAR("g_tdm_teams");
// does nothing gameplay relevant
BADCVAR("captureleadlimit_override");
+ BADCVAR("condump_stripcolors");
BADCVAR("gameversion");
BADCVAR("g_allow_oldvortexbeam");
BADCVAR("g_balance_kill_delay");
BADCVAR("g_invasion_point_limit");
BADCVAR("g_jump_grunt");
BADCVAR("g_keyhunt_point_leadlimit");
- BADCVAR("g_maplist_selectrandom");
BADCVAR("g_nexball_goalleadlimit");
BADCVAR("g_new_toys_use_pickupsound");
BADCVAR("g_physics_predictall");
BADCVAR("leadlimit_override");
BADCVAR("pausable");
BADCVAR("sv_checkforpacketsduringsleep");
+ BADCVAR("sv_damagetext");
BADCVAR("sv_db_saveasdump");
BADCVAR("sv_intermission_cdtrack");
BADCVAR("sv_minigames");
BADPREFIX("gameversion_");
BADPREFIX("g_chat_");
BADPREFIX("g_ctf_captimerecord_");
- BADPREFIX("g_maplist_votable_");
+ BADPREFIX("g_maplist_");
BADPREFIX("g_mod_");
BADPREFIX("g_respawn_");
BADPREFIX("net_");
+ BADPREFIX("notification_");
BADPREFIX("prvm_");
BADPREFIX("skill_");
BADPREFIX("sv_allow_");
BADCVAR("g_buffs");
BADCVAR("g_ca_teams_override");
BADCVAR("g_ctf_ignore_frags");
+ BADCVAR("g_ctf_leaderboard");
BADCVAR("g_domination_point_limit");
BADCVAR("g_domination_teams_override");
BADCVAR("g_freezetag_teams_override");
BADCVAR("g_keyhunt_teams_override");
BADCVAR("g_lms_lives_override");
BADCVAR("g_maplist");
- BADCVAR("g_maplist_check_waypoints");
- BADCVAR("g_maplist_mostrecent_count");
- BADCVAR("g_maplist_shuffle");
- BADCVAR("g_maplist_votable");
- BADCVAR("g_maplist_votable_abstain");
- BADCVAR("g_maplist_votable_nodetail");
- BADCVAR("g_maplist_votable_suggestions");
BADCVAR("g_maxplayers");
BADCVAR("g_mirrordamage");
BADCVAR("g_nexball_goallimit");
BADCVAR("teamplay_mode");
BADCVAR("timelimit_override");
BADPREFIX("g_warmup_");
+ BADPREFIX("sv_info_");
BADPREFIX("sv_ready_restart_");
// mutators that announce themselves properly to the server browser
{
FixIntermissionClient(this);
- float server_screenshot = (autocvar_sv_autoscreenshot && this.cvar_cl_autoscreenshot);
- float client_screenshot = (this.cvar_cl_autoscreenshot == 2);
+ float server_screenshot = (autocvar_sv_autoscreenshot && CS(this).cvar_cl_autoscreenshot);
+ float client_screenshot = (CS(this).cvar_cl_autoscreenshot == 2);
if( (server_screenshot || client_screenshot)
&& ((this.autoscreenshot > 0) && (time > this.autoscreenshot)) )
if(to_file)
fputs(file, strcat(s, "\n"));
- FOREACH_CLIENT(IS_REAL_CLIENT(it) || (IS_BOT_CLIENT(it) && autocvar_sv_logscores_bots), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) || (IS_BOT_CLIENT(it) && autocvar_sv_logscores_bots), {
s = strcat(":player:see-labels:", GetPlayerScoreString(it, 0), ":");
- s = strcat(s, ftos(rint(time - it.jointime)), ":");
+ s = strcat(s, ftos(rint(time - CS(it).jointime)), ":");
if(IS_PLAYER(it) || MUTATOR_CALLHOOK(GetPlayerStatus, it))
s = strcat(s, ftos(it.team), ":");
else
GameLogEcho(strcat(s, ftos(it.playerid), ":", playername(it, false)));
if(to_file)
fputs(file, strcat(s, playername(it, false), "\n"));
- ));
+ });
if(teamplay)
{
{
stuffcmd(e, "\nscr_printspeed 1000000\n");
RandomSelection_Init();
- FOREACH_WORD(autocvar_sv_intermission_cdtrack, true, LAMBDA(
+ FOREACH_WORD(autocvar_sv_intermission_cdtrack, true, {
RandomSelection_AddString(it, 1, 1);
- ));
+ });
if (RandomSelection_chosen_string != "")
{
stuffcmd(e, sprintf("\ncd loop %s\n", RandomSelection_chosen_string));
GameLogClose();
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
FixIntermissionClient(it);
if(it.winning)
bprint(playername(it, false), " ^7wins.\n");
- ));
+ });
target_music_kill();
localcmd("\nsv_hook_gameend\n");
}
- /*
- ============
- CheckRules_Player
-
- Exit deathmatch games upon conditions
- ============
- */
- void CheckRules_Player(entity this)
- {
- if (game_stopped) // someone else quit the game already
- return;
-
- if(!IS_DEAD(this))
- this.play_time += frametime;
-
- // fixme: don't check players; instead check spawnfunc_dom_team and spawnfunc_ctf_team entities
- // (div0: and that in CheckRules_World please)
- }
-
float InitiateSuddenDeath()
{
// set the .winning flag for exactly those players with a given field value
void SetWinners(.float field, float value)
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.winning = (it.(field) == value)));
+ FOREACH_CLIENT(IS_PLAYER(it), { it.winning = (it.(field) == value); });
}
// set the .winning flag for those players with a given field value
void AddWinners(.float field, float value)
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(it.(field) == value)
it.winning = 1;
- ));
+ });
}
// clear the .winning flags
void ClearWinners()
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.winning = 0));
+ FOREACH_CLIENT(IS_PLAYER(it), { it.winning = 0; });
}
void ShuffleMaplist()
team1_score = team2_score = team3_score = team4_score = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
switch(it.team)
{
case NUM_TEAM_1: team1_score = 1; break;
case NUM_TEAM_3: team3_score = 1; break;
case NUM_TEAM_4: team4_score = 1; break;
}
- ));
+ });
IL_EACH(g_spawnpoints, true,
{
float playerswithlaps;
float readyplayers;
totalplayers = playerswithlaps = readyplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
++totalplayers;
if(PlayerScore_Add(it, SP_RACE_FASTEST, 0))
++playerswithlaps;
if(it.ready)
++readyplayers;
- ));
+ });
// at least 2 of the players have completed a lap: start the RACE
// otherwise, the players should end the qualifying on their own
redirection_nextthink = time + 1;
clients_found = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
// TODO add timer
LOG_INFO("Redirecting: sending connect command to ", it.netname, "\n");
if(redirection_target == "self")
else
stuffcmd(it, strcat("\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " \"connect ", redirection_target, "\"\n"));
++clients_found;
- ));
+ });
LOG_INFO("Redirecting: ", ftos(clients_found), " clients left.\n");
#include <server/teamplay.qh>
+IntrusiveList g_invasion_roundends;
+STATIC_INIT(g_invasion_roundends) { g_invasion_roundends = IL_NEW(); }
+
IntrusiveList g_invasion_waves;
STATIC_INIT(g_invasion_waves) { g_invasion_waves = IL_NEW(); }
bool autocvar_g_invasion_zombies_only;
float autocvar_g_invasion_spawn_delay;
+bool victent_present;
+.bool inv_endreached;
+
+ bool inv_warning_shown; // spammy
+
.string spawnmob;
+void target_invasion_roundend_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor)) { return; }
+
+ actor.inv_endreached = true;
+
+ int plnum = 0;
+ int realplnum = 0;
+ // let's not count bots
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
+ ++realplnum;
+ if(it.inv_endreached)
+ ++plnum;
+ });
+ if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
+ return;
+
+ this.winning = true;
+}
+
+spawnfunc(target_invasion_roundend)
+{
+ if(!g_invasion) { delete(this); return; }
+
+ victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
+
+ if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
+
+ this.use = target_invasion_roundend_use;
+
+ IL_PUSH(g_invasion_roundends, this);
+}
+
spawnfunc(invasion_wave)
{
if(!g_invasion) { delete(this); return; }
IL_PUSH(g_invasion_spawns, this);
}
+// Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
+// they win.
+int WinningCondition_Invasion()
+{
+ WinningConditionHelper(NULL); // set worldstatus
+
+ int status = WINNING_NO;
+
+ if(autocvar_g_invasion_type == INV_TYPE_STAGE)
+ {
+ SetWinners(inv_endreached, true);
+
+ int found = 0;
+ IL_EACH(g_invasion_roundends, true,
+ {
+ ++found;
+ if(it.winning)
+ {
+ bprint("Invasion: round completed.\n");
+ // winners already set (TODO: teamplay support)
+
+ status = WINNING_YES;
+ break;
+ }
+ });
+
+ if(!found)
+ status = WINNING_YES; // just end it? TODO: should warn mapper!
+ }
+ else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+ {
+ ClearWinners();
+
+ int found = 0; // NOTE: this ends the round if no monsters are placed
+ IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
+ {
+ ++found;
+ });
+
+ if(found <= 0)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ it.winning = true;
+ });
+ status = WINNING_YES;
+ }
+ }
+
+ return status;
+}
+
Monster invasion_PickMonster(int supermonster_count)
{
RandomSelection_Init();
if(spawn_point == NULL)
{
- LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
+ if(!inv_warning_shown)
+ {
+ inv_warning_shown = true;
+ LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
+ }
entity e = spawn();
- setsize(e, mon.mins, mon.maxs);
+ setsize(e, mon.m_mins, mon.m_maxs);
if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
monster = spawnmonster(e, tospawn, mon.monsterid, NULL, NULL, e.origin, false, false, 2);
}
}
+ if(monster.monster_attack)
+ IL_REMOVE(g_monster_targets, monster);
monster.monster_attack = false; // it's the player's job to kill all the monsters
if(inv_roundcnt >= inv_maxrounds)
}
else
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
float cs = PlayerScore_Add(it, SP_KILLS, 0);
if(cs > winning_score)
{
winning_score = cs;
winner = it;
}
- ));
+ });
}
IL_EACH(g_monsters, true,
void Invasion_RoundStart()
{
int numplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
it.player_blocked = false;
++numplayers;
- ));
+ });
if(inv_roundcnt < inv_maxrounds)
inv_roundcnt += 1; // a limiter to stop crazy counts
if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
{
- inv_numkilled += 1;
- inv_maxcurrent -= 1;
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ inv_numkilled += 1;
+ inv_maxcurrent -= 1;
+ }
if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
if(IS_PLAYER(frag_attacker))
MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
{
entity mon = M_ARGV(0, entity);
+ mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+ if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+ return false; // allowed
if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
return true;
if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
-
- mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-}
-
-MUTATOR_HOOKFUNCTION(inv, OnEntityPreSpawn)
-{
- entity ent = M_ARGV(0, entity);
-
- // TODO: allow these as "rogues" or something
- if(startsWith(ent.classname, "monster_"))
- if(!(ent.spawnflags & MONSTERFLAG_SPAWNED))
- return true;
}
MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
{
+ if(autocvar_g_invasion_type != INV_TYPE_ROUND)
+ return; // uses map spawned monsters
+
monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
monsters_killed = inv_numkilled;
}
MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
{
- // no regeneration in invasion
+ // no regeneration in invasion, regardless of the game type
return true;
}
}
}
-MUTATOR_HOOKFUNCTION(inv, SV_ParseClientCommand)
-{
- if(MUTATOR_RETURNVALUE) // command was already handled?
- return;
-
- entity player = M_ARGV(0, entity);
- string cmd_name = M_ARGV(1, string);
-
- if(cmd_name == "debuginvasion")
- {
- sprint(player, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
- sprint(player, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
- sprint(player, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
- sprint(player, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
- sprint(player, strcat("monsters_total = ", ftos(monsters_total), "\n"));
- sprint(player, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
- sprint(player, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
-
- return true;
- }
-}
-
MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
{
entity targ = M_ARGV(1, entity);
MUTATOR_HOOKFUNCTION(inv, SetStartItems)
{
- start_health = 200;
- start_armorvalue = 200;
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ start_health = 200;
+ start_armorvalue = 200;
+ }
}
MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
return true;
}
+MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
+{
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ return false;
+
+ M_ARGV(0, float) = WinningCondition_Invasion();
+ return true;
+}
+
MUTATOR_HOOKFUNCTION(inv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
{
M_ARGV(0, float) = invasion_teams;
void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
{
+ if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
+ cvar_set("fraglimit", "0");
+
if(autocvar_g_invasion_teams)
{
invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
independent_players = 0;
- round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
- round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
+ round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
- inv_roundcnt = 0;
- inv_maxrounds = 15; // 15?
+ inv_roundcnt = 0;
+ inv_maxrounds = 15; // 15?
+ }
}
void invasion_Initialize()