#include "../_all.qh" #include "gamemode.qh" /*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 || !self.cnt) { remove(self); return; } self.classname = "tdm_team"; self.team = self.cnt + 1; } // code from here on is just to support maps that don't have team entities void tdm_SpawnTeam (string teamname, float teamcolor) { entity this = new(tdm_team); this.netname = teamname; this.cnt = teamcolor; this.spawnfunc_checked = true; WITH(entity, self, this, spawnfunc_tdm_team(this)); } void tdm_DelayedInit() { // if no teams are found, spawn defaults if(find(world, classname, "tdm_team") == world) { LOG_INFO("No ""tdm_team"" entities found on this map, creating them anyway.\n"); int numteams = min(4, autocvar_g_tdm_teams_override); if(numteams < 2) { numteams = autocvar_g_tdm_teams; } numteams = bound(2, numteams, 4); float i; for(i = 1; i <= numteams; ++i) tdm_SpawnTeam(Team_ColorName(Team_NumberToTeam(i)), Team_NumberToTeam(i) - 1); } } MUTATOR_HOOKFUNCTION(tdm_GetTeamCount) { ret_string = "tdm_team"; return true; } MUTATOR_HOOKFUNCTION(tdm_CountFrags) { // announce remaining frags return true; } MUTATOR_DEFINITION(gamemode_tdm) { MUTATOR_HOOK(GetTeamCount, tdm_GetTeamCount, CBC_ORDER_ANY); MUTATOR_HOOK(Scores_CountFragsRemaining, tdm_CountFrags, 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."); InitializeEntity(world, tdm_DelayedInit, INITPRIO_GAMETYPE); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back tdm_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { LOG_INFO("This is a game type and it cannot be removed at runtime."); return -1; } return 0; }