return true;
}
-void invasion_ScoreRules(float inv_teams)
+void invasion_ScoreRules(int inv_teams)
{
if(inv_teams) { CheckAllowedTeams(NULL); }
ScoreRules_basics(inv_teams, 0, 0, false);
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_teams)
+ {
invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
+ int teams = 0;
+ if(invasion_teams >= 1) teams |= BIT(0);
+ if(invasion_teams >= 2) teams |= BIT(1);
+ if(invasion_teams >= 3) teams |= BIT(2);
+ if(invasion_teams >= 4) teams |= BIT(3);
+
+ invasion_teams = teams; // now set it?
+ }
else
invasion_teams = 0;