3 ScoreRules_basics(0, 0, 0, FALSE);
6 ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
10 ScoreInfo_SetLabel_PlayerScore(SP_CTS_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
11 ScoreInfo_SetLabel_PlayerScore(SP_CTS_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
12 ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
14 ScoreRules_basics_end();
17 MUTATOR_HOOKFUNCTION(cts_PlayerPhysics)
19 // force kbd movement for fairness
23 // if record times matter
24 // ensure nothing EVIL is being done (i.e. div0_evade)
25 // this hinders joystick users though
26 // but it still gives SOME analog control
27 wishvel_x = fabs(self.movement_x);
28 wishvel_y = fabs(self.movement_y);
29 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
32 wishspeed = vlen(wishvel);
33 if(wishvel_x >= 2 * wishvel_y)
36 if(self.movement_x > 0)
37 self.movement_x = wishspeed;
39 self.movement_x = -wishspeed;
42 else if(wishvel_y >= 2 * wishvel_x)
46 if(self.movement_y > 0)
47 self.movement_y = wishspeed;
49 self.movement_y = -wishspeed;
54 if(self.movement_x > 0)
55 self.movement_x = M_SQRT1_2 * wishspeed;
57 self.movement_x = -M_SQRT1_2 * wishspeed;
58 if(self.movement_y > 0)
59 self.movement_y = M_SQRT1_2 * wishspeed;
61 self.movement_y = -M_SQRT1_2 * wishspeed;
68 MUTATOR_HOOKFUNCTION(cts_ResetMap)
72 Score_NicePrint(world);
75 PlayerScore_Sort(race_place, 0, 1, 0);
82 s = PlayerScore_Add(e, SP_RACE_FASTEST, 0);
86 print(e.netname, " = ", ftos(e.race_place), "\n");
89 if(g_race_qualifying == 2)
91 g_race_qualifying = 0;
92 independent_players = 0;
93 cvar_set("fraglimit", ftos(race_fraglimit));
94 cvar_set("leadlimit", ftos(race_leadlimit));
95 cvar_set("timelimit", ftos(race_timelimit));
102 MUTATOR_HOOKFUNCTION(cts_PlayerPreThink)
104 if(IS_SPEC(self) || IS_OBSERVER(self))
105 if(g_race_qualifying)
106 if(msg_entity.enemy.race_laptime)
107 race_SendNextCheckpoint(msg_entity.enemy, 1);
112 MUTATOR_HOOKFUNCTION(cts_ClientConnect)
114 race_PreparePlayer();
115 self.race_checkpoint = -1;
117 string rr = CTS_RECORD;
120 race_send_recordtime(MSG_ONE);
121 race_send_speedaward(MSG_ONE);
123 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
124 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
125 race_send_speedaward_alltimebest(MSG_ONE);
128 for (i = 1; i <= RANKINGS_CNT; ++i)
130 race_SendRankings(i, 0, 0, MSG_ONE);
136 MUTATOR_HOOKFUNCTION(cts_MakePlayerObserver)
138 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
139 self.frags = FRAGS_LMS_LOSER;
141 self.frags = FRAGS_SPECTATOR;
143 race_PreparePlayer();
144 self.race_checkpoint = -1;
149 MUTATOR_HOOKFUNCTION(cts_PlayerSpawn)
151 if(spawn_spot.target == "")
152 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
153 race_PreparePlayer();
155 // if we need to respawn, do it right
156 self.race_respawn_checkpoint = self.race_checkpoint;
157 self.race_respawn_spotref = spawn_spot;
164 MUTATOR_HOOKFUNCTION(cts_PutClientInServer)
169 if(self.killcount == -666 /* initial spawn */ || g_race_qualifying) // spawn
170 race_PreparePlayer();
172 race_RetractPlayer();
174 race_AbandonRaceCheck(self);
179 MUTATOR_HOOKFUNCTION(cts_PlayerDies)
181 self.respawn_flags |= RESPAWN_FORCE;
182 race_AbandonRaceCheck(self);
186 MUTATOR_HOOKFUNCTION(cts_HavocBot_ChooseRule)
188 self.havocbot_role = havocbot_role_race;
192 MUTATOR_HOOKFUNCTION(cts_PlayerPostThink)
194 if(self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
196 if (!self.stored_netname)
197 self.stored_netname = strzone(uid2name(self.crypto_idfp));
198 if(self.stored_netname != self.netname)
200 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
201 strunzone(self.stored_netname);
202 self.stored_netname = strzone(self.netname);
209 MUTATOR_HOOKFUNCTION(cts_ForbidThrowing)
211 // no weapon dropping in CTS
215 MUTATOR_HOOKFUNCTION(cts_FilterItem)
217 if(self.classname == "droppedweapon")
223 MUTATOR_HOOKFUNCTION(cts_PlayerDamage)
225 if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL)
226 if(!autocvar_g_cts_selfdamage)
232 MUTATOR_HOOKFUNCTION(cts_ForbidClearPlayerScore)
234 return TRUE; // in CTS, you don't lose score by observing
237 void cts_Initialize()
239 g_cloaked = 1; // always enable cloak in CTS
244 MUTATOR_DEFINITION(gamemode_cts)
246 MUTATOR_HOOK(PlayerPhysics, cts_PlayerPhysics, CBC_ORDER_ANY);
247 MUTATOR_HOOK(reset_map_global, cts_ResetMap, CBC_ORDER_ANY);
248 MUTATOR_HOOK(PlayerPreThink, cts_PlayerPreThink, CBC_ORDER_ANY);
249 MUTATOR_HOOK(ClientConnect, cts_ClientConnect, CBC_ORDER_ANY);
250 MUTATOR_HOOK(MakePlayerObserver, cts_MakePlayerObserver, CBC_ORDER_ANY);
251 MUTATOR_HOOK(PlayerSpawn, cts_PlayerSpawn, CBC_ORDER_ANY);
252 MUTATOR_HOOK(PutClientInServer, cts_PutClientInServer, CBC_ORDER_ANY);
253 MUTATOR_HOOK(PlayerDies, cts_PlayerDies, CBC_ORDER_ANY);
254 MUTATOR_HOOK(HavocBot_ChooseRule, cts_HavocBot_ChooseRule, CBC_ORDER_ANY);
255 MUTATOR_HOOK(GetPressedKeys, cts_PlayerPostThink, CBC_ORDER_ANY);
256 MUTATOR_HOOK(ForbidThrowCurrentWeapon, cts_ForbidThrowing, CBC_ORDER_ANY);
257 MUTATOR_HOOK(FilterItem, cts_FilterItem, CBC_ORDER_ANY);
258 MUTATOR_HOOK(PlayerDamage_Calculate, cts_PlayerDamage, CBC_ORDER_ANY);
259 MUTATOR_HOOK(ForbidPlayerScore_Clear, cts_ForbidClearPlayerScore, CBC_ORDER_ANY);
263 if(time > 1) // game loads at time 1
264 error("This is a game type and it cannot be added at runtime.");
268 MUTATOR_ONROLLBACK_OR_REMOVE
270 // we actually cannot roll back cts_Initialize here
271 // BUT: we don't need to! If this gets called, adding always
277 print("This is a game type and it cannot be removed at runtime.");