return 0;
if(cvar("g_campaign"))
return 0;
+ if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
+ return 0;
if(!cvar("g_balance_teams_force"))
return -1;
return 1;
fraglimit_override = cvar("fraglimit_override");
leadlimit_override = cvar("leadlimit_override");
- if(cvar("g_dodging"))
- MUTATOR_ADD(dodging);
-
if(g_dm)
{
game = GAME_DEATHMATCH;
modifications = strcat(modifications, ", Low gravity");
if(g_cloaked)
modifications = strcat(modifications, ", Cloaked");
- if(g_footsteps)
- modifications = strcat(modifications, ", Steps");
if(g_grappling_hook)
modifications = strcat(modifications, ", Hook");
if(g_laserguided_missile)
}
// TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
- if(c3==-1&&c4==-1)
+ if(c3==-1 && c4==-1)
if(cvar("bot_vs_human") && for_whom)
{
if(cvar("bot_vs_human") > 0)
c1 = -1;
}
}
+
+ // if player has a forced team, ONLY allow that one
+ if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
+ c2 = c3 = c4 = -1;
+ else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
+ c1 = c3 = c4 = -1;
+ else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
+ c1 = c2 = c4 = -1;
+ else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
+ c1 = c2 = c3 = -1;
}
float PlayerValue(entity p)
if(IsTeamBalanceForced() == 1)
return 1;
return 1;
+ // FIXME: it always returns 1...
}
// c1...c4 should be set to -1 (not allowed) or 0 (allowed).
if(c4 >= 0)
totalteams = totalteams + 1;
- if(cvar("bot_vs_human"))
+ if(cvar("bot_vs_human") && totalteams == 1)
totalteams += 1;
if(totalteams <= 1)