// :%s,//\([^ ]*\).*,BADCVAR("\1");,
// :%!sort
// yes, this does contain some redundant stuff, don't really care
+ BADPREFIX("bot_ai_");
BADCVAR("bot_config_file");
BADCVAR("bot_number");
BADCVAR("bot_prefix");
break;
}
}
-
+
if (i == Map_Count)
{
bprint( "Maplist contains no usable maps! Resetting it to default map list.\n" );
cvar_set("g_maplist", shufflewords(autocvar_g_maplist));
}
-float leaderfrags;
+int fragsleft_last;
float WinningCondition_Scores(float limit, float leadlimit)
{
- float limitreached;
-
// TODO make everything use THIS winning condition (except LMS)
WinningConditionHelper(NULL);
leadlimit = 0; // not supported in this mode
if(MUTATOR_CALLHOOK(Scores_CountFragsRemaining))
- // these modes always score in increments of 1, thus this makes sense
{
- if(leaderfrags != WinningConditionHelper_topscore)
- {
- leaderfrags = WinningConditionHelper_topscore;
+ float fragsleft = FLOAT_MAX, leadingfragsleft = FLOAT_MAX;
+ if (limit)
+ fragsleft = limit - WinningConditionHelper_topscore;
+ if (leadlimit)
+ leadingfragsleft = WinningConditionHelper_secondscore + leadlimit - WinningConditionHelper_topscore;
+
+ if (limit && leadlimit && autocvar_leadlimit_and_fraglimit)
+ fragsleft = max(fragsleft, leadingfragsleft);
+ else
+ fragsleft = min(fragsleft, leadingfragsleft);
- if (limit)
- {
- if (leaderfrags == limit - 1)
- Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_1);
- else if (leaderfrags == limit - 2)
- Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_2);
- else if (leaderfrags == limit - 3)
- Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_3);
- }
+ if (fragsleft_last != fragsleft) // do not announce same remaining frags multiple times
+ {
+ if (fragsleft == 1)
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_1);
+ else if (fragsleft == 2)
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_2);
+ else if (fragsleft == 3)
+ Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_3);
+
+ fragsleft_last = fragsleft;
}
}
- limitreached = false;
- if (limit && WinningConditionHelper_topscore >= limit)
- limitreached = true;
- if(leadlimit)
- {
- float leadlimitreached;
- leadlimitreached = (WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit);
- if(autocvar_leadlimit_and_fraglimit)
- limitreached = (limitreached && leadlimitreached);
- else
- limitreached = (limitreached || leadlimitreached);
- }
+ bool fraglimit_reached = (limit && WinningConditionHelper_topscore >= limit);
+ bool leadlimit_reached = (leadlimit && WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit);
- if(limit)
- game_completion_ratio = max(game_completion_ratio, bound(0, WinningConditionHelper_topscore / limit, 1));
+ bool limit_reached;
+ // only respect leadlimit_and_fraglimit when both limits are set or the game will never end
+ if (limit && leadlimit && autocvar_leadlimit_and_fraglimit)
+ limit_reached = (fraglimit_reached && leadlimit_reached);
+ else
+ limit_reached = (fraglimit_reached || leadlimit_reached);
return GetWinningCode(
- WinningConditionHelper_topscore && limitreached,
+ WinningConditionHelper_topscore && limit_reached,
WinningConditionHelper_equality
);
}
*/
void CheckRules_World()
{
- float timelimit;
- float fraglimit;
- float leadlimit;
-
VoteThink();
MapVote_Think();
return;
}
- timelimit = autocvar_timelimit * 60;
- fraglimit = autocvar_fraglimit;
- leadlimit = autocvar_leadlimit;
+ float timelimit = autocvar_timelimit * 60;
+ float fraglimit = autocvar_fraglimit;
+ float leadlimit = autocvar_leadlimit;
+ if (leadlimit < 0) leadlimit = 0;
if(warmup_stage || time <= game_starttime) // NOTE: this is <= to prevent problems in the very tic where the game starts
{
float wantovertime;
wantovertime = 0;
- if(timelimit > game_starttime)
- game_completion_ratio = (time - game_starttime) / (timelimit - game_starttime);
- else
- game_completion_ratio = 0;
-
if(checkrules_suddendeathend)
{
if(!checkrules_suddendeathwarning)