+#include "gamemode_lms.qh"
#ifndef GAMEMODE_LMS_H
#define GAMEMODE_LMS_H
#ifdef IMPLEMENTATION
+#include <common/mutators/mutator/instagib/items.qc>
#include <server/campaign.qh>
#include <server/command/cmd.qh>
return bound(1, lms_lowest_lives, fl);
}
+void ClearWinners();
+
// LMS winning condition: game terminates if and only if there's at most one
// one player who's living lives. Top two scores being equal cancels the time
// limit.
}
MUTATOR_HOOKFUNCTION(lms, reset_map_players)
-{SELFPARAM();
+{
if(restart_mapalreadyrestarted || (time < game_starttime))
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(WITH(entity, self, it, PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives()))));
-
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives())));
return false;
}
// FIXME fix LMS scoring for new system
if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
{
- self.classname = STR_OBSERVER;
+ TRANSMUTE(Observer, self);
Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_NOLIVES);
}
-
- return false;
}
MUTATOR_HOOKFUNCTION(lms, PlayerDies)
-{SELFPARAM();
- self.respawn_flags |= RESPAWN_FORCE;
-
+{
+ frag_target.respawn_flags |= RESPAWN_FORCE;
return false;
}
}
MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
-{SELFPARAM();
- lms_RemovePlayer(self);
- return false;
+{
+ SELFPARAM();
+ lms_RemovePlayer(this);
+ return true; // prevent team reset
}
MUTATOR_HOOKFUNCTION(lms, ClientConnect)
{SELFPARAM();
- self.classname = STR_PLAYER;
- campaign_bots_may_start = 1;
+ TRANSMUTE(Player, self);
+ campaign_bots_may_start = true;
if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
{
MUTATOR_HOOKFUNCTION(lms, ClientCommand_Spectate)
{
+ SELFPARAM();
if(self.lms_spectate_warning)
{
// for the forfeit message...