#pragma once //int autocvar_leadlimit; int autocvar_leadlimit_and_fraglimit; int autocvar_leadlimit_override; // TODO: find a better location for these? int total_players; .int ingame; #define INGAME_STATUS_NONE 0 #define INGAME_STATUS_JOINING 0.5 #define INGAME_STATUS_JOINED 1 // typically used by game modes that temporarily turn players into spectators/observers // when they are eliminated but keeping them "in game", i.e. listed among players #define INGAME_STATUS_SET(it, s) (it).ingame = s #define INGAME_STATUS_CLEAR(it) INGAME_STATUS_SET(it, INGAME_STATUS_NONE) #define INGAME(it) ((it).ingame) #define INGAME_JOINED(it) ((it).ingame == INGAME_STATUS_JOINED) #define INGAME_JOINING(it) ((it).ingame == INGAME_STATUS_JOINING) // todo: accept the number of teams as a parameter void GameRules_teams(bool value); /** * Used to disable team spawns in team modes */ void GameRules_spawning_teams(bool value); /** * Disabling score disables the "score" column on the scoreboard */ void GameRules_score_enabled(bool value); void GameRules_limit_score(int limit); void GameRules_limit_lead(int limit); void GameRules_limit_time(int limit); void GameRules_limit_time_qualifying(int limit); /** * Set any unspecified rules to their defaults */ void GameRules_limit_fallbacks(); /** * @param teams a bitmask of active teams * @param spprio player score priority (if frags aren't enabled) * @param stprio team score priority (if frags aren't enabled) */ #define GameRules_scoring(teams, spprio, stprio, fields) MACRO_BEGIN \ _GameRules_scoring_begin((teams), (spprio), (stprio)); \ noref void(entity, string, float) field = _GameRules_scoring_field; \ /* todo: just have the one `field` function */ \ noref void(int, string, float) field_team = _GameRules_scoring_field_team; \ LAMBDA(fields); \ _GameRules_scoring_end(); \ MACRO_END void _GameRules_scoring_begin(int teams, float spprio, float stprio); void _GameRules_scoring_field(entity i, string label, int scoreflags); void _GameRules_scoring_field_team(float i, string label, int scoreflags); void _GameRules_scoring_end(); /** * Mark a player as being 'important' (flag carrier, ball carrier, etc) * @param player the entity to mark * @param value VIP status */ void GameRules_scoring_vip(entity player, bool value); bool GameRules_scoring_is_vip(entity player); #define GameRules_scoring_add_float2int(client, fld, value, float_field, score_factor) \ _GameRules_scoring_add_float2int(client, SP_##fld, value, float_field, score_factor) float _GameRules_scoring_add_float2int(entity client, entity sp, float value, .float field, float score_factor); #define GameRules_scoring_add(client, fld, value) _GameRules_scoring_add(client, SP_##fld, value) float _GameRules_scoring_add(entity client, entity sp, float value); #define GameRules_scoring_add_team(client, fld, value) _GameRules_scoring_add_team(client, SP_##fld, ST_##fld, value) float _GameRules_scoring_add_team(entity client, entity sp, int st, float value);