// main functions float LMS_NewPlayerLives() { float fl; fl = autocvar_fraglimit; if(fl == 0) fl = 999; // first player has left the game for dying too much? Nobody else can get in. if(lms_lowest_lives < 1) return 0; if(!autocvar_g_lms_join_anytime) if(lms_lowest_lives < fl - autocvar_g_lms_last_join) return 0; return bound(1, lms_lowest_lives, fl); } // mutator hooks MUTATOR_HOOKFUNCTION(lms_RemovePlayer) { // Only if the player cannot play at all if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666) self.frags = FRAGS_SPECTATOR; else self.frags = FRAGS_LMS_LOSER; return FALSE; } MUTATOR_HOOKFUNCTION(lms_PlayerSpawn) { // player is dead and becomes observer // FIXME fix LMS scoring for new system if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0) self.classname = "observer"; return FALSE; } MUTATOR_HOOKFUNCTION(lms_ClientConnect) { self.classname = "player"; campaign_bots_may_start = 1; if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0) { PlayerScore_Add(self, SP_LMS_RANK, 666); self.frags = FRAGS_SPECTATOR; } return FALSE; } MUTATOR_HOOKFUNCTION(lms_PlayerThink) { if(self.deadflag == DEAD_DYING) self.deadflag = DEAD_RESPAWNING; return FALSE; } MUTATOR_HOOKFUNCTION(lms_ForbidThrowing) { // forbode! return TRUE; } MUTATOR_HOOKFUNCTION(lms_GiveFragsForKill) { // remove a life float tl; tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1); if(tl < lms_lowest_lives) lms_lowest_lives = tl; if(tl <= 0) { if(!lms_next_place) lms_next_place = player_count; else lms_next_place = min(lms_next_place, player_count); PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again --lms_next_place; } frag_score = 0; return TRUE; } 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"); return FALSE; } MUTATOR_HOOKFUNCTION(lms_KeepScore) { // don't clear player score return TRUE; } MUTATOR_HOOKFUNCTION(lms_FilterItem) { // no items in LMS return TRUE; } // scoreboard stuff void lms_ScoreRules() { ScoreRules_basics(0, 0, 0, FALSE); ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY); ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE); ScoreRules_basics_end(); } void lms_Initialize() { lms_lowest_lives = 9999; lms_next_place = 0; lms_ScoreRules(); } MUTATOR_DEFINITION(gamemode_lms) { MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerSpawn, lms_PlayerSpawn, CBC_ORDER_ANY); MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY); MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY); MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY); MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerClearScore, lms_KeepScore, CBC_ORDER_ANY); MUTATOR_HOOK(FilterItem, lms_FilterItem, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); lms_Initialize(); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back lms_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { print("This is a game type and it cannot be removed at runtime."); return -1; } return 0; }