#include "tdm.qh" // TODO: sv_tdm // TODO? rename to teamdeathmatch #ifdef SVQC int autocvar_g_tdm_teams; int autocvar_g_tdm_teams_override; /*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32) Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map. Note: If you use spawnfunc_tdm_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too. Keys: "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)... "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */ spawnfunc(tdm_team) { if(!g_tdm || !this.cnt) { delete(this); return; } this.classname = "tdm_team"; this.team = this.cnt + 1; } // code from here on is just to support maps that don't have team entities void tdm_SpawnTeam (string teamname, int teamcolor) { entity this = new_pure(tdm_team); this.netname = teamname; this.cnt = teamcolor - 1; this.team = teamcolor; this.spawnfunc_checked = true; //spawnfunc_tdm_team(this); } void tdm_DelayedInit(entity this) { // if no teams are found, spawn defaults if(find(NULL, classname, "tdm_team") == NULL) { LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway."); int numteams = autocvar_g_tdm_teams_override; if(numteams < 2) { numteams = autocvar_g_tdm_teams; } int teams = BITS(bound(2, numteams, 4)); if(teams & BIT(0)) tdm_SpawnTeam("Red", NUM_TEAM_1); if(teams & BIT(1)) tdm_SpawnTeam("Blue", NUM_TEAM_2); if(teams & BIT(2)) tdm_SpawnTeam("Yellow", NUM_TEAM_3); if(teams & BIT(3)) tdm_SpawnTeam("Pink", NUM_TEAM_4); } } MUTATOR_HOOKFUNCTION(tdm, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE) { M_ARGV(1, string) = "tdm_team"; return true; } MUTATOR_HOOKFUNCTION(tdm, Scores_CountFragsRemaining) { // announce remaining frags return true; } #endif