3 #include <common/mutators/base.qh>
4 #include <server/elimination.qh>
5 #include <server/round_handler.qh>
6 #include <server/world.qh>
7 #include <server/command/sv_cmd.qh>
9 int autocvar_g_ca_spectate_enemies;
10 int autocvar_g_ca_point_limit;
11 int autocvar_g_ca_point_leadlimit;
12 float autocvar_g_ca_round_timelimit;
13 bool autocvar_g_ca_round_stop;
14 bool autocvar_g_ca_team_spawns;
15 //int autocvar_g_ca_teams;
16 int autocvar_g_ca_teams_override;
17 float autocvar_g_ca_warmup;
18 string autocvar_g_ca_weaponarena = "most";
21 bool allowed_to_spawn;
22 bool g_ca_spectate_enemies; // updated on map reset
24 const int ST_CA_ROUNDS = 1;
27 bool CA_CheckWinner();
29 bool ca_isEliminated(entity e);
31 REGISTER_MUTATOR(ca, false)
36 GameRules_teams(true);
37 GameRules_spawning_teams(autocvar_g_ca_team_spawns);
38 GameRules_limit_score(autocvar_g_ca_point_limit);
39 GameRules_limit_lead(autocvar_g_ca_point_leadlimit);
41 ca_teams = autocvar_g_ca_teams_override;
43 ca_teams = cvar("g_ca_teams"); // read the cvar directly as it gets written earlier in the same frame
44 if (autocvar_g_ca_spectate_enemies == -1)
45 observe_blocked_if_eliminated = true;
47 ca_teams = BITS(bound(2, ca_teams, 4));
48 GameRules_scoring(ca_teams, SFL_SORT_PRIO_PRIMARY, 0, {
49 field_team(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
52 allowed_to_spawn = true;
53 g_ca_spectate_enemies = autocvar_g_ca_spectate_enemies;
54 observe_blocked_if_eliminated = (g_ca_spectate_enemies == -1);
55 round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
56 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
57 EliminatedPlayers_Init(ca_isEliminated);