modifications = strcat(modifications, ", No start weapons");
if(autocvar_sv_gravity < 800)
modifications = strcat(modifications, ", Low gravity");
- if(g_cloaked)
+ if(g_cloaked && !g_cts)
modifications = strcat(modifications, ", Cloaked");
if(g_grappling_hook)
modifications = strcat(modifications, ", Hook");
modifications = strcat(modifications, ", Midair");
if(g_pinata)
modifications = strcat(modifications, ", Pinata");
- if(g_weapon_stay)
+ if(g_weapon_stay && !g_cts)
modifications = strcat(modifications, ", Weapons stay");
if(g_bloodloss > 0)
modifications = strcat(modifications, ", Bloodloss");
c1 = c2 = c3 = c4 = -1;
cb1 = cb2 = cb3 = cb4 = 0;
- if(autocvar_g_campaign && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
- {
- c1 = 0; // only allow RED team for player joining
- }
- else if(g_onslaught)
+ if(g_onslaught)
{
// onslaught is special
head = findchain(classname, "onslaught_generator");
// FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
// also remember the lowest-scoring player
- FOR_EACH_PLAYER(head)
+ FOR_EACH_CLIENT(head)
{
+ float t;
+ if(head.classname == "player")
+ t = head.team;
+ else if(head.team_forced > 0)
+ t = head.team_forced; // reserve the spot
+ else
+ continue;
if(head != ignore)// && head.netname != "")
{
value = PlayerValue(head);
bvalue = value;
else
bvalue = 0;
- if(head.team == COLOR_TEAM1)
+ if(t == COLOR_TEAM1)
{
if(c1 >= 0)
{
cb1 = cb1 + bvalue;
}
}
- if(head.team == COLOR_TEAM2)
+ if(t == COLOR_TEAM2)
{
if(c2 >= 0)
{
cb2 = cb2 + bvalue;
}
}
- if(head.team == COLOR_TEAM3)
+ if(t == COLOR_TEAM3)
{
if(c3 >= 0)
{
cb3 = cb3 + bvalue;
}
}
- if(head.team == COLOR_TEAM4)
+ if(t == COLOR_TEAM4)
{
if(c4 >= 0)
{
}
}
}
+
+ // if the player who has a forced team has not joined yet, reserve the spot
+ if(autocvar_g_campaign)
+ {
+ switch(autocvar_g_campaign_forceteam)
+ {
+ case 1: if(c1 == cb1) ++c1; break;
+ case 2: if(c2 == cb2) ++c2; break;
+ case 3: if(c3 == cb3) ++c3; break;
+ case 4: if(c4 == cb4) ++c4; break;
+ }
+ }
}
// returns # of smallest team (1, 2, 3, 4)
// find out what teams are available
CheckAllowedTeams(pl);
- // if we want the player in a certain team for campaign, force him there
- if(autocvar_g_campaign)
- if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
- {
- switch(autocvar_g_campaign_forceteam)
- {
- case 1:
- SetPlayerColors(pl, COLOR_TEAM1 - 1);
- LogTeamchange(pl.playerid, pl.team, 2);
- return COLOR_TEAM1;
- case 2:
- SetPlayerColors(pl, COLOR_TEAM2 - 1);
- LogTeamchange(pl.playerid, pl.team, 2);
- return COLOR_TEAM2;
- case 3:
- SetPlayerColors(pl, COLOR_TEAM3 - 1);
- LogTeamchange(pl.playerid, pl.team, 2);
- return COLOR_TEAM3;
- case 4:
- SetPlayerColors(pl, COLOR_TEAM4 - 1);
- LogTeamchange(pl.playerid, pl.team, 2);
- return COLOR_TEAM4;
- default:
- break;
- }
- }
-
// if we don't care what team he ends up on, put him on whatever team he entered as.
// if he's not on a valid team, then let other code put him on the smallest team
if(!forcebestteam)