}
else
{
- for (;;)
+ while((s = fgets(fh)))
{
- if (!((s = fgets(fh))))
- break;
-
// catch different sorts of comments
if(s == "") // empty lines
continue;
{
int req = 0;
// TODO: find a better way to check if weapons are required on the map
- if(!(cvar("g_lms") || cvar("g_instagib") || cvar("g_overkill") || cvar("g_nix") || cvar("g_weaponarena") || !cvar("g_pickup_items") || cvar("g_race") || cvar("g_cts") || cvar("g_nexball") || cvar("g_ca")))
+ if(!(cvar("g_instagib") || cvar("g_overkill") || cvar("g_nix") || cvar("g_weaponarena") || !cvar("g_pickup_items")
+ || cvar("g_race") || cvar("g_cts") || cvar("g_nexball") || cvar("g_ca") || cvar("g_freezetag") || cvar("g_lms")))
req |= MAPINFO_FEATURE_WEAPONS;
return req;
}
Gametype MapInfo_CurrentGametype()
{
- Gametype prev = Gametypes_from(cvar("gamecfg"));
+ Gametype prev = REGISTRY_GET(Gametypes, cvar("gamecfg"));
FOREACH(Gametypes, cvar(it.netname) && it != prev, return it);
return prev ? prev : MAPINFO_TYPE_DEATHMATCH;
}