#include "gamemode_cts.qh"
-#include <server/race.qh>
#include <server/race.qh>
+#include <server/items.qh>
float autocvar_g_cts_finish_kill_delay;
bool autocvar_g_cts_selfdamage;
if(IS_DEAD(this))
return;
- if (this.bot_strategytime < time)
+ if (navigation_goalrating_timeout(this))
{
- this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start(this);
IL_EACH(g_racecheckpoints, true,
});
navigation_goalrating_end(this);
+
+ navigation_goalrating_timeout_set(this);
}
}
void cts_ScoreRules()
{
- ScoreRules_basics(0, 0, 0, false);
- if(g_race_qualifying)
- {
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- else
- {
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- ScoreRules_basics_end();
+ GameRules_score_enabled(false);
+ GameRules_scoring(0, 0, 0, {
+ if (g_race_qualifying) {
+ field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ } else {
+ field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
+ }
+ });
}
void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
// ensure nothing EVIL is being done (i.e. div0_evade)
// this hinders joystick users though
// but it still gives SOME analog control
- wishvel.x = fabs(player.movement.x);
- wishvel.y = fabs(player.movement.y);
+ wishvel.x = fabs(CS(player).movement.x);
+ wishvel.y = fabs(CS(player).movement.y);
if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
{
wishvel.z = 0;
if(wishvel.x >= 2 * wishvel.y)
{
// pure X motion
- if(player.movement.x > 0)
- player.movement_x = wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = wishspeed;
else
- player.movement_x = -wishspeed;
- player.movement_y = 0;
+ CS(player).movement_x = -wishspeed;
+ CS(player).movement_y = 0;
}
else if(wishvel.y >= 2 * wishvel.x)
{
// pure Y motion
- player.movement_x = 0;
- if(player.movement.y > 0)
- player.movement_y = wishspeed;
+ CS(player).movement_x = 0;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = wishspeed;
else
- player.movement_y = -wishspeed;
+ CS(player).movement_y = -wishspeed;
}
else
{
// diagonal
- if(player.movement.x > 0)
- player.movement_x = M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = M_SQRT1_2 * wishspeed;
else
- player.movement_x = -M_SQRT1_2 * wishspeed;
- if(player.movement.y > 0)
- player.movement_y = M_SQRT1_2 * wishspeed;
+ CS(player).movement_x = -M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = M_SQRT1_2 * wishspeed;
else
- player.movement_y = -M_SQRT1_2 * wishspeed;
+ CS(player).movement_y = -M_SQRT1_2 * wishspeed;
}
}
}
race_ClearRecords();
PlayerScore_Sort(race_place, 0, 1, 0);
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it.race_place)
{
- s = PlayerScore_Add(it, SP_RACE_FASTEST, 0);
+ s = GameRules_scoring_add(it, RACE_FASTEST, 0);
if(!s)
it.race_place = 0;
}
cts_EventLog(ftos(it.race_place), it);
- ));
+ });
if(g_race_qualifying == 2)
{
}
}
+MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(autocvar_g_allow_checkpoints)
+ race_PreparePlayer(player); // nice try
+}
+
MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
{
entity player = M_ARGV(0, entity);
- if(PlayerScore_Add(player, SP_RACE_FASTEST, 0))
+ if(GameRules_scoring_add(player, RACE_FASTEST, 0))
player.frags = FRAGS_LMS_LOSER;
else
player.frags = FRAGS_SPECTATOR;
entity player = M_ARGV(0, entity);
if(IS_PLAYER(player))
- if(!gameover)
+ if(!game_stopped)
{
- if(player.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
+ if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
race_PreparePlayer(player);
else // respawn
race_RetractPlayer(player);
{
entity player = M_ARGV(0, entity);
- if(player.cvar_cl_allow_uidtracking == 1 && player.cvar_cl_allow_uid2name == 1)
+ if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
{
if (!player.stored_netname)
player.stored_netname = strzone(uid2name(player.crypto_idfp));
{
entity item = M_ARGV(0, entity);
- if(item.classname == "droppedweapon")
+ if (Item_IsLoot(item))
+ {
return true;
+ }
}
MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
CTS_ClientKill(player);
}
+MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
+{
+ return true; // doesn't work so well (but isn't cts a teamless mode?)
+}
+
MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
{
entity player = M_ARGV(0, entity);
return true;
}
+MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
+{
+ return true;
+}
+
void cts_Initialize()
{
cts_ScoreRules();