3 #include <common/mutators/base.qh>
4 #include <server/round_handler.qh>
5 #include <server/miscfunctions.qh>
7 int autocvar_g_ca_point_limit;
8 int autocvar_g_ca_point_leadlimit;
9 float autocvar_g_ca_round_timelimit;
10 bool autocvar_g_ca_team_spawns;
11 //int autocvar_g_ca_teams;
12 int autocvar_g_ca_teams_override;
13 float autocvar_g_ca_warmup;
17 bool allowed_to_spawn;
19 const int ST_CA_ROUNDS = 1;
22 bool CA_CheckWinner();
24 bool ca_isEliminated(entity e);
26 REGISTER_MUTATOR(ca, false)
31 GameRules_teams(true);
32 GameRules_spawning_teams(autocvar_g_ca_team_spawns);
33 GameRules_limit_score(autocvar_g_ca_point_limit);
34 GameRules_limit_lead(autocvar_g_ca_point_leadlimit);
36 ca_teams = autocvar_g_ca_teams_override;
38 ca_teams = cvar("g_ca_teams"); // read the cvar directly as it gets written earlier in the same frame
40 ca_teams = BITS(bound(2, ca_teams, 4));
41 GameRules_scoring(ca_teams, SFL_SORT_PRIO_PRIMARY, 0, {
42 field_team(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
45 allowed_to_spawn = true;
46 round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
47 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
48 EliminatedPlayers_Init(ca_isEliminated);
53 // should be removed in the future, as other code should not have to care
54 .float caplayer; // 0.5 if scheduled to join the next round