#include "teamplay.qh"
#include "weapons/weaponstats.qh"
#include "../common/constants.qh"
+#include <common/net_linked.qh>
#include "../common/deathtypes/all.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/_mod.qh"
BADCVAR("g_nexball_goalleadlimit");
BADCVAR("g_new_toys_use_pickupsound");
BADCVAR("g_physics_predictall");
+ BADCVAR("g_piggyback");
BADCVAR("g_tdm_point_leadlimit");
BADCVAR("g_tdm_point_limit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("sv_minigames");
BADCVAR("sv_namechangetimer");
BADCVAR("sv_precacheplayermodels");
+ BADCVAR("sv_stepheight");
BADCVAR("sv_timeout");
BADPREFIX("crypto_");
BADPREFIX("gameversion_");
BADCVAR("g_balance_teams_scorefactor");
BADCVAR("g_ban_sync_trusted_servers");
BADCVAR("g_ban_sync_uri");
+ BADCVAR("g_buffs");
BADCVAR("g_ca_teams_override");
BADCVAR("g_ctf_ignore_frags");
BADCVAR("g_domination_point_limit");
BADCVAR("g_maxplayers");
BADCVAR("g_mirrordamage");
BADCVAR("g_nexball_goallimit");
+ BADCVAR("g_norecoil");
+ BADCVAR("g_physics_clientselect");
BADCVAR("g_powerups");
BADCVAR("g_spawnshieldtime");
BADCVAR("g_start_delay");
BADCVAR("g_grappling_hook");
BADCVAR("g_jetpack");
+#undef BADPRESUFFIX
#undef BADPREFIX
#undef BADCVAR
if(cvar_string("g_mod_config") != cvar_defstring("g_mod_config"))
modname = cvar_string("g_mod_config");
// extra mutators that deserve to count as mod
- MUTATOR_CALLHOOK(SetModname);
+ MUTATOR_CALLHOOK(SetModname, modname);
+ modname = M_ARGV(0, string);
// save it for later
modname = strzone(modname);
void IntermissionThink(entity this)
{
FixIntermissionClient(this);
- CSQCMODEL_AUTOUPDATE(this); // PlayerPostThink returns before calling this during intermission, so run it here
float server_screenshot = (autocvar_sv_autoscreenshot && this.cvar_cl_autoscreenshot);
float client_screenshot = (this.cvar_cl_autoscreenshot == 2);
e.autoscreenshot = time + 0.8; // used for autoscreenshot
e.health = -2342;
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
- e.solid = SOLID_NOT;
- set_movetype(e, MOVETYPE_NONE);
- e.takedamage = DAMAGE_NO;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
intermission_running = 1;
-// enforce a wait time before allowing changelevel
+ // enforce a wait time before allowing changelevel
if(player_count > 0)
intermission_exittime = time + autocvar_sv_mapchange_delay;
else
SetDefaultAlpha();
- if (gameover) // someone else quit the game already
+ if (intermission_running) // someone else quit the game already
{
if(player_count == 0) // Nobody there? Then let's go to the next map
MapVote_Start();
{
antilag_record(it, it, altime);
});
- FOREACH_CLIENT(PS(it), {
- PlayerState s = PS(it);
- s.ps_push(s, it);
- });
systems_update();
IL_ENDFRAME();
}