set g_arena 0 "Arena: many one-on-one rounds are played to find the winner"
set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)"
set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies"
-set g_arena_round_timelimit 180
+set g_arena_round_timelimit 180 "round time limit in seconds"
set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches"
set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games."
set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
set g_ca_damage2score_multiplier 0.01
-set g_ca_round_timelimit 180
+set g_ca_round_timelimit 180 "round time limit in seconds"
seta g_ca_teams_override 0
+set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_ca_teams 0
// ==========================
set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
-set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM"
+set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
-set g_freezetag_round_timelimit 180
+set g_freezetag_round_timelimit 180 "round time limit in seconds"
set g_freezetag_frozen_force 0.6 "How much to multiply the force on a frozen player with"
set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
seta g_freezetag_teams_override 0
+set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_freezetag_teams 0
float autocvar_g_balance_health_rot;
float autocvar_g_balance_health_rotlinear;
float autocvar_g_balance_health_rotstable;
-float autocvar_g_balance_health_start;
float autocvar_g_balance_hlac_primary_ammo;
float autocvar_g_balance_hlac_primary_animtime;
float autocvar_g_balance_hlac_primary_damage;
float autocvar_g_ca_spectate_enemies;
float autocvar_g_ca_teams;
float autocvar_g_ca_teams_override;
+float autocvar_g_ca_team_spawns;
float autocvar_g_ca_warmup;
float autocvar_g_campaign;
#define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam")
float autocvar_g_freezetag_round_timelimit;
float autocvar_g_freezetag_teams;
float autocvar_g_freezetag_teams_override;
+float autocvar_g_freezetag_team_spawns;
float autocvar_g_freezetag_warmup;
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
return;
self.impulse = 0;
- // forbid impulses when not in round time
+ // allow only weapon change impulses when not in round time
if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if(imp == 17 || (imp >= 20 && imp < 200) || imp > 253)
return;
if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
if(WinningConditionHelper_zeroisworst)
leadlimit = 0; // not supported in this mode
- if(g_dm || g_tdm || g_arena || g_ca || (g_race && !g_race_qualifying) || g_nexball)
+ if(g_dm || g_tdm || g_arena || g_ca || g_freezetag || (g_race && !g_race_qualifying) || g_nexball)
// these modes always score in increments of 1, thus this makes sense
{
if(leaderfrags != WinningConditionHelper_topscore)
{
FOR_EACH_CLIENT(self)
{
+ self.killcount = 0;
if(self.spawned)
{
PutClientInServer();
if(!allowed_to_spawn)
{
self.classname = "observer";
+ if(self.jointime != time) //not when connecting
if(!self.caplayer)
{
self.caplayer = 0.5;
{
FOR_EACH_CLIENT(self)
{
+ self.killcount = 0;
if(self.caplayer)
{
self.classname = "player";
MUTATOR_HOOKFUNCTION(ca_GetTeamCount)
{
- ca_teams = autocvar_g_ca_teams_override;
- if(ca_teams < 2)
- ca_teams = autocvar_g_ca_teams;
- ca_teams = bound(2, ca_teams, 4);
ret_float = ca_teams;
- return 1;
+ return 0;
}
MUTATOR_HOOKFUNCTION(ca_PlayerDies)
MUTATOR_HOOKFUNCTION(ca_SetStartItems)
{
- start_health = cvar("g_lms_start_health");
- start_armorvalue = cvar("g_lms_start_armor");
-
- start_ammo_shells = cvar("g_lms_start_ammo_shells");
- start_ammo_nails = cvar("g_lms_start_ammo_nails");
- start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
- start_ammo_cells = cvar("g_lms_start_ammo_cells");
- start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
-
start_items &~= IT_UNLIMITED_AMMO;
+ start_health = warmup_start_health = cvar("g_lms_start_health");
+ start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
+ start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
+ start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
+ start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
+ start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
return 0;
}
-// scoreboard setup
-void ca_ScoreRules()
-{
- ScoreRules_basics(2, SFL_SORT_PRIO_PRIMARY, 0, TRUE);
- ScoreInfo_SetLabel_TeamScore (ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
- ScoreRules_basics_end();
-}
-
-void ca_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
-{
- ca_ScoreRules();
-}
-
void ca_Initialize()
{
allowed_to_spawn = TRUE;
+ ca_teams = autocvar_g_ca_teams_override;
+ if(ca_teams < 2)
+ ca_teams = autocvar_g_ca_teams;
+ ca_teams = bound(2, ca_teams, 4);
+ ret_float = ca_teams;
+ ScoreRules_ca(ca_teams);
+
round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
-
- InitializeEntity(world, ca_DelayedInit, INITPRIO_GAMETYPE);
}
MUTATOR_DEFINITION(gamemode_ca)
// should be removed in the future, as other code should not have to care
.float caplayer; // 0.5 if scheduled to join the next round
-
-#ifdef SVQC
-
-#define ST_CA_ROUNDS 1
-
-#endif
Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
FOR_EACH_PLAYER(e)
+ {
e.freezetag_frozen_timeout = 0;
+ e.freezetag_revive_progress = 0;
+ }
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
return 1;
}
}
FOR_EACH_PLAYER(e)
+ {
e.freezetag_frozen_timeout = 0;
+ e.freezetag_revive_progress = 0;
+ }
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
return 1;
}
{
FOR_EACH_PLAYER(self)
{
+ self.killcount = 0;
if (self.freezetag_frozen)
freezetag_Unfreeze(world);
self.freezetag_frozen_timeout = -1;
if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
{
self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
- self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+ if(inWarmupStage)
+ self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
+ else
+ self.health = max(1, self.freezetag_revive_progress * start_health);
if(self.freezetag_revive_progress >= 1)
{
else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
{
self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
- self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
+ if(inWarmupStage)
+ self.health = max(1, self.freezetag_revive_progress * warmup_start_health);
+ else
+ self.health = max(1, self.freezetag_revive_progress * start_health);
}
else if(!n)
{
MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
{
- freezetag_teams = autocvar_g_freezetag_teams_override;
- if(freezetag_teams < 2)
- freezetag_teams = autocvar_g_freezetag_teams;
- freezetag_teams = bound(2, freezetag_teams, 4);
ret_float = freezetag_teams;
return 0;
}
void freezetag_Initialize()
{
precache_model("models/ice/ice.md3");
- ScoreRules_freezetag();
+
+ freezetag_teams = autocvar_g_freezetag_teams_override;
+ if(freezetag_teams < 2)
+ freezetag_teams = autocvar_g_freezetag_teams;
+ freezetag_teams = bound(2, freezetag_teams, 4);
+ ScoreRules_freezetag(freezetag_teams);
round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
MUTATOR_HOOKFUNCTION(lms_SetStartItems)
{
start_items &~= IT_UNLIMITED_AMMO;
- start_ammo_shells = cvar("g_lms_start_ammo_shells");
- start_ammo_nails = cvar("g_lms_start_ammo_nails");
- start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
- start_ammo_cells = cvar("g_lms_start_ammo_cells");
- start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
- start_health = cvar("g_lms_start_health");
- start_armorvalue = cvar("g_lms_start_armor");
+ start_health = warmup_start_health = cvar("g_lms_start_health");
+ start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
+ start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
+ start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
+ start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
+ start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
return FALSE;
}
ScoreRules_basics_end();
}
-// FreezeTag stuff
#define SP_FREEZETAG_REVIVALS 4
-void ScoreRules_freezetag()
+void ScoreRules_freezetag(float teams)
{
- CheckAllowedTeams(world);
- ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, TRUE); // SFL_SORT_PRIO_PRIMARY
+ ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, TRUE); // SFL_SORT_PRIO_PRIMARY
ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
ScoreRules_basics_end();
}
+
+#define ST_CA_ROUNDS 1
+void ScoreRules_ca(float teams)
+{
+ ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, TRUE);
+ ScoreInfo_SetLabel_TeamScore(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
+ ScoreRules_basics_end();
+}
fraglimit_override = autocvar_g_ca_point_limit;
leadlimit_override = autocvar_g_ca_point_leadlimit;
MUTATOR_ADD(gamemode_ca);
+ if(autocvar_g_ca_team_spawns)
+ have_team_spawns = -1; // request team spawns
}
if(g_keyhunt)
fraglimit_override = autocvar_g_freezetag_point_limit;
leadlimit_override = autocvar_g_freezetag_point_leadlimit;
MUTATOR_ADD(gamemode_freezetag);
+ if(autocvar_g_freezetag_team_spawns)
+ have_team_spawns = -1; // request team spawns
}
if(g_assault)