4 // TODO? rename to teamdeathmatch
6 int autocvar_g_tdm_teams;
7 int autocvar_g_tdm_teams_override;
9 /*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32)
10 Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map.
11 Note: If you use spawnfunc_tdm_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
13 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
14 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
17 if(!g_tdm || !this.cnt) { delete(this); return; }
19 this.classname = "tdm_team";
20 this.team = this.cnt + 1;
23 // code from here on is just to support maps that don't have team entities
24 void tdm_SpawnTeam (string teamname, int teamcolor)
26 entity this = new_pure(tdm_team);
27 this.netname = teamname;
28 this.cnt = teamcolor - 1;
29 this.team = teamcolor;
30 this.spawnfunc_checked = true;
31 //spawnfunc_tdm_team(this);
34 void tdm_DelayedInit(entity this)
36 // if no teams are found, spawn defaults
37 if(find(NULL, classname, "tdm_team") == NULL)
39 LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway.");
41 int numteams = autocvar_g_tdm_teams_override;
42 if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
44 int teams = BITS(bound(2, numteams, 4));
46 tdm_SpawnTeam("Red", NUM_TEAM_1);
48 tdm_SpawnTeam("Blue", NUM_TEAM_2);
50 tdm_SpawnTeam("Yellow", NUM_TEAM_3);
52 tdm_SpawnTeam("Pink", NUM_TEAM_4);
56 MUTATOR_HOOKFUNCTION(tdm, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
58 M_ARGV(1, string) = "tdm_team";
62 MUTATOR_HOOKFUNCTION(tdm, Scores_CountFragsRemaining)
64 // announce remaining frags