const int GAMETYPE_FLAG_PREFERRED = BIT(2); // preferred (when available) in random selections
const int GAMETYPE_FLAG_PRIORITY = BIT(3); // priority selection when preferred gametype isn't available in random selections
const int GAMETYPE_FLAG_HIDELIMITS = BIT(4); // don't display a score limit needed for winning the match in the scoreboard
+const int GAMETYPE_FLAG_WEAPONARENA = BIT(5); // gametype has a forced weapon arena, weapon arena mutators should disable themselves when this is set
int MAPINFO_TYPE_ALL;
.int m_flags;
ATTRIB(Gametype, frags, bool, true);
/** should this gametype display a score limit in the scoreboard? */
ATTRIB(Gametype, m_hidelimits, bool, false);
+ /** does this gametype enforce its own weapon arena? */
+ ATTRIB(Gametype, m_weaponarena, bool, false);
/** game type defaults */
ATTRIB(Gametype, model2, string);
/** game type description */
this.frags = (gflags & GAMETYPE_FLAG_USEPOINTS);
this.m_priority = ((gflags & GAMETYPE_FLAG_PREFERRED) ? 2 : ((gflags & GAMETYPE_FLAG_PRIORITY) ? 1 : 0));
this.m_hidelimits = (gflags & GAMETYPE_FLAG_HIDELIMITS);
+ this.m_weaponarena = (gflags & GAMETYPE_FLAG_WEAPONARENA);
// same as `1 << m_id`
MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);