#include "gamemode_cts.qh"
#include <server/race.qh>
-#ifndef GAMEMODE_CTS_H
-#define GAMEMODE_CTS_H
-
-void cts_Initialize();
-
-REGISTER_MUTATOR(cts, false)
-{
- MUTATOR_ONADD
- {
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
-
- g_race_qualifying = true;
- independent_players = 1;
- SetLimits(0, 0, autocvar_timelimit_override, -1);
-
- cts_Initialize();
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back cts_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;
-}
-
-// scores
-const float ST_CTS_LAPS = 1;
-#endif
-
-#ifdef IMPLEMENTATION
-
#include <server/race.qh>
float autocvar_g_cts_finish_kill_delay;
this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
navigation_goalrating_start(this);
- FOREACH_ENTITY_CLASS("trigger_race_checkpoint", true,
+ IL_EACH(g_racecheckpoints, true,
{
if(it.cnt == this.race_checkpoint)
navigation_routerating(this, it, 1000000, 5000);
ScoreRules_basics(0, 0, 0, false);
if(g_race_qualifying)
{
- ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
}
else
{
- ScoreInfo_SetLabel_PlayerScore(SP_CTS_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_CTS_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
+ ScoreInfo_SetLabel_PlayerScore(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
+ ScoreInfo_SetLabel_PlayerScore(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
}
ScoreRules_basics_end();
}
// ensure nothing EVIL is being done (i.e. div0_evade)
// this hinders joystick users though
// but it still gives SOME analog control
- wishvel.x = fabs(player.movement.x);
- wishvel.y = fabs(player.movement.y);
+ wishvel.x = fabs(CS(player).movement.x);
+ wishvel.y = fabs(CS(player).movement.y);
if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
{
wishvel.z = 0;
if(wishvel.x >= 2 * wishvel.y)
{
// pure X motion
- if(player.movement.x > 0)
- player.movement_x = wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = wishspeed;
else
- player.movement_x = -wishspeed;
- player.movement_y = 0;
+ CS(player).movement_x = -wishspeed;
+ CS(player).movement_y = 0;
}
else if(wishvel.y >= 2 * wishvel.x)
{
// pure Y motion
- player.movement_x = 0;
- if(player.movement.y > 0)
- player.movement_y = wishspeed;
+ CS(player).movement_x = 0;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = wishspeed;
else
- player.movement_y = -wishspeed;
+ CS(player).movement_y = -wishspeed;
}
else
{
// diagonal
- if(player.movement.x > 0)
- player.movement_x = M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = M_SQRT1_2 * wishspeed;
else
- player.movement_x = -M_SQRT1_2 * wishspeed;
- if(player.movement.y > 0)
- player.movement_y = M_SQRT1_2 * wishspeed;
+ CS(player).movement_x = -M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = M_SQRT1_2 * wishspeed;
else
- player.movement_y = -M_SQRT1_2 * wishspeed;
+ CS(player).movement_y = -M_SQRT1_2 * wishspeed;
}
}
}
}
}
+MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(autocvar_g_allow_checkpoints)
+ race_PreparePlayer(player); // nice try
+}
+
MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
{
entity player = M_ARGV(0, entity);
entity player = M_ARGV(0, entity);
if(IS_PLAYER(player))
- if(!gameover)
+ if(!game_stopped)
{
- if(player.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
+ if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
race_PreparePlayer(player);
else // respawn
race_RetractPlayer(player);
return true;
}
-MUTATOR_HOOKFUNCTION(cts, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
CTS_ClientKill(player);
}
+MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
+{
+ return true; // doesn't work so well (but isn't cts a teamless mode?)
+}
+
MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
{
entity player = M_ARGV(0, entity);
return true;
}
+MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
+{
+ return true;
+}
+
void cts_Initialize()
{
cts_ScoreRules();
}
-
-#endif