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Refactor round handling in freezetag because I couldn't find any way to fix some...
authorterencehill <piuntn@gmail.com>
Thu, 6 Dec 2012 15:51:47 +0000 (16:51 +0100)
committerterencehill <piuntn@gmail.com>
Mon, 10 Dec 2012 23:53:02 +0000 (00:53 +0100)
commita145a2268ac5f18a675e550144543011a66c1727
treea063fe795359f603f137e60fed1bb54a4d3c6648
parent541f90a585c890b1ff3966df5a710fef93bd1aee
Refactor round handling in freezetag because I couldn't find any way to fix some issues keeping the previous messy code (even if already a lot simplified in my previous work). Freezetag code now uses methods of the new interface round_handler instead of the code previously shared with arena and CA.

What's changed:
Countdown doesn't start anymore after warmup stage or if g_start_delay is 0 at the beginning of the game when there aren't enough players
Countdown to round start is now stopped if there aren't enough players
Weapons can't be used anymore when the round ends (it avoids to add accuracy stats)
qcsrc/server/arena.qc
qcsrc/server/cl_weapons.qc
qcsrc/server/mutators/gamemode_freezetag.qc
qcsrc/server/progs.src
qcsrc/server/round_handler.qc [new file with mode: 0644]
qcsrc/server/round_handler.qh [new file with mode: 0644]