// # of bots on those teams
float cb1, cb2, cb3, cb4;
-float audit_teams_time;
+//float audit_teams_time;
void TeamchangeFrags(entity e)
{
}
void dom_init();
-void ctf_init();
void runematch_init();
void tdm_init();
void entcs_init();
if(g_ctf)
{
ActivateTeamplay();
- g_ctf_ignore_frags = autocvar_g_ctf_ignore_frags;
fraglimit_override = autocvar_capturelimit_override;
leadlimit_override = autocvar_captureleadlimit_override;
- ctf_init();
+ MUTATOR_ADD(gamemode_ctf);
have_team_spawns = -1; // request team spawns
}
{
ActivateTeamplay();
have_team_spawns = -1; // request team spawns
+ MUTATOR_ADD(gamemode_onslaught);
}
if(g_race)
//void() ctf_playerchanged;
void SV_ChangeTeam(float _color)
{
- float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
+ float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
// in normal deathmatch we can just apply the color and we're done
if(!teamplay) {
return; // changing teams is not allowed
}
- if(autocvar_g_balance_teams_prevent_imbalance)
+ // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
+ if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
{
GetTeamCounts(self);
if(!TeamSmallerEqThanTeam(dteam, steam, self))
if(self.deadflag == DEAD_NO)
Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
}
- //ctf_playerchanged();
}
void ShufflePlayerOutOfTeam (float source_team)