#include "gamemode_tdm.qh" #ifndef GAMEMODE_TDM_H #define GAMEMODE_TDM_H int autocvar_g_tdm_point_limit; int autocvar_g_tdm_point_leadlimit; bool autocvar_g_tdm_team_spawns; void tdm_DelayedInit(entity this); REGISTER_MUTATOR(tdm, false) { 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); ActivateTeamplay(); SetLimits(autocvar_g_tdm_point_limit, autocvar_g_tdm_point_leadlimit, -1, -1); if (autocvar_g_tdm_team_spawns) have_team_spawns = -1; // request team spawns } 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; } #endif #ifdef IMPLEMENTATION 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 || !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; WITHSELF(this, spawnfunc_tdm_team(this)); } void tdm_DelayedInit(entity this) { // if no teams are found, spawn defaults if(find(world, classname, "tdm_team") == world) { LOG_TRACE("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, CBC_ORDER_EXCLUSIVE) { ret_string = "tdm_team"; return true; } MUTATOR_HOOKFUNCTION(tdm, Scores_CountFragsRemaining) { // announce remaining frags return true; } #endif