#include <server/items/items.qh>
int autocvar_g_lms_extra_lives;
+float autocvar_g_lms_forfeit_min_match_time;
bool autocvar_g_lms_join_anytime;
int autocvar_g_lms_last_join;
bool autocvar_g_lms_items;
bool autocvar_g_lms_regenerate;
+bool autocvar_g_lms_rot;
// main functions
int LMS_NewPlayerLives()
entity first_player = NULL;
int totalplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
- if (!totalplayers)
- first_player = it;
- ++totalplayers;
+ int totalplayed = 0;
+ FOREACH_CLIENT(true, {
+ if (IS_PLAYER(it) && it.frags == FRAGS_PLAYER)
+ {
+ if (!totalplayers)
+ first_player = it;
+ ++totalplayers;
+ }
+ else if (GameRules_scoring_add(it, LMS_RANK, 0))
+ ++totalplayed;
});
if (totalplayers)
{
// two or more active players - continue with the game
- if (autocvar_g_campaign)
+ if (autocvar_g_campaign && campaign_bots_may_start)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
// exactly one player?
ClearWinners();
- SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
if (LMS_NewPlayerLives())
{
+ if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
+ {
+ GameRules_scoring_add(first_player, LMS_RANK, 1);
+ first_player.winning = 1;
+ return WINNING_YES;
+ }
// game still running (that is, nobody got removed from the game by a frag yet)? then continue
return WINNING_NO;
}
// a winner!
// and assign him his first place
GameRules_scoring_add(first_player, LMS_RANK, 1);
+ first_player.winning = 1;
return WINNING_YES;
}
}
// nobody is playing at all...
if (LMS_NewPlayerLives())
{
+ if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
+ {
+ ClearWinners();
+ return WINNING_YES;
+ }
// wait for players...
}
else
MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
{
- if(autocvar_g_lms_regenerate)
- return false;
- return true;
+ if(!autocvar_g_lms_regenerate)
+ M_ARGV(2, float) = 0;
+ if(!autocvar_g_lms_rot)
+ M_ARGV(3, float) = 0;
+ return (!autocvar_g_lms_regenerate && !autocvar_g_lms_rot);
}
MUTATOR_HOOKFUNCTION(lms, ForbidThrowCurrentWeapon)
if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
{
player.lms_spectate_warning = 1;
- sprint(player, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
+ sprint(player, "^1WARNING:^7 you can't rejoin this match after spectating. Use the same command again to spectate anyway.\n");
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_CENTER, CENTER_LMS_SPECWARN);
}
return MUT_SPECCMD_RETURN;
}