2 float redalive, bluealive, yellowalive, pinkalive;
3 .float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
5 float allowed_to_spawn;
7 void CA_count_alive_players()
10 total_players = redalive = bluealive = yellowalive = pinkalive = 0;
12 if(e.team == NUM_TEAM_1)
15 if (e.health >= 1) ++redalive;
17 else if(e.team == NUM_TEAM_2)
20 if (e.health >= 1) ++bluealive;
22 else if(e.team == NUM_TEAM_3)
25 if (e.health >= 1) ++yellowalive;
27 else if(e.team == NUM_TEAM_4)
30 if (e.health >= 1) ++pinkalive;
33 FOR_EACH_REALCLIENT(e) {
34 e.redalive_stat = redalive;
35 e.bluealive_stat = bluealive;
36 e.yellowalive_stat = yellowalive;
37 e.pinkalive_stat = pinkalive;
41 float CA_GetWinnerTeam()
43 float winner_team = 0;
45 winner_team = NUM_TEAM_1;
48 if(winner_team) return 0;
49 winner_team = NUM_TEAM_2;
53 if(winner_team) return 0;
54 winner_team = NUM_TEAM_3;
58 if(winner_team) return 0;
59 winner_team = NUM_TEAM_4;
63 return -1; // no player left
66 #define CA_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
67 #define CA_ALIVE_TEAMS_OK() (CA_ALIVE_TEAMS() == ca_teams)
68 float CA_CheckWinner()
70 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
72 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
73 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
74 allowed_to_spawn = FALSE;
75 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
79 CA_count_alive_players();
80 if(CA_ALIVE_TEAMS() > 1)
83 float winner_team = CA_GetWinnerTeam();
86 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
87 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
88 TeamScore_AddToTeam(winner_team, ST_CA_ROUNDS, +1);
90 else if(winner_team == -1)
92 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
93 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
96 allowed_to_spawn = FALSE;
97 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
104 allowed_to_spawn = TRUE;
106 allowed_to_spawn = FALSE;
109 float prev_total_players;
110 float CA_CheckTeams()
112 allowed_to_spawn = TRUE;
113 CA_count_alive_players();
114 if(CA_ALIVE_TEAMS_OK())
116 if(prev_total_players > 0)
117 Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
118 prev_total_players = -1;
121 if(prev_total_players != total_players)
123 float p1 = 0, p2 = 0, p3 = 0, p4 = 0;
124 if(!redalive) p1 = NUM_TEAM_1;
125 if(!bluealive) p2 = NUM_TEAM_2;
127 if(!yellowalive) p3 = NUM_TEAM_3;
129 if(!pinkalive) p4 = NUM_TEAM_4;
130 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS, p1, p2, p3, p4);
131 prev_total_players = total_players;
136 MUTATOR_HOOKFUNCTION(ca_PlayerSpawn)
142 MUTATOR_HOOKFUNCTION(ca_PutClientInServer)
144 if(!allowed_to_spawn)
146 self.classname = "observer";
150 if(IS_REAL_CLIENT(self))
151 sprint(self, "You will join the game in the next round.\n");
157 MUTATOR_HOOKFUNCTION(ca_reset_map_players)
159 FOR_EACH_CLIENT(self)
163 self.classname = "player";
171 MUTATOR_HOOKFUNCTION(ca_ClientConnect)
173 self.classname = "observer";
177 MUTATOR_HOOKFUNCTION(ca_reset_map_global)
179 allowed_to_spawn = TRUE;
183 MUTATOR_HOOKFUNCTION(ca_GetTeamCount)
185 ca_teams = autocvar_g_ca_teams_override;
187 ca_teams = autocvar_g_ca_teams;
188 ca_teams = bound(2, ca_teams, 4);
189 ret_float = ca_teams;
193 MUTATOR_HOOKFUNCTION(ca_PlayerDies)
195 if(!allowed_to_spawn)
196 self.respawn_flags = RESPAWN_SILENT;
200 MUTATOR_HOOKFUNCTION(ca_ForbidPlayerScore_Clear)
205 MUTATOR_HOOKFUNCTION(ca_MakePlayerObserver)
207 if(self.killindicator_teamchange == -2)
210 self.frags = FRAGS_LMS_LOSER;
214 MUTATOR_HOOKFUNCTION(ca_ForbidThrowCurrentWeapon)
219 MUTATOR_HOOKFUNCTION(ca_GiveFragsForKill)
221 frag_score = 0; // score will be given to the winner team when the round ends
225 MUTATOR_HOOKFUNCTION(ca_SetStartItems)
227 start_health = cvar("g_lms_start_health");
228 start_armorvalue = cvar("g_lms_start_armor");
230 start_ammo_shells = cvar("g_lms_start_ammo_shells");
231 start_ammo_nails = cvar("g_lms_start_ammo_nails");
232 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
233 start_ammo_cells = cvar("g_lms_start_ammo_cells");
234 start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
236 start_items &= ~IT_UNLIMITED_AMMO;
241 MUTATOR_HOOKFUNCTION(ca_PlayerDamage)
243 if(IS_PLAYER(frag_target))
244 if(frag_target.deadflag == DEAD_NO)
245 if(frag_target == frag_attacker || SAME_TEAM(frag_target, frag_attacker) || frag_deathtype == DEATH_FALL)
248 frag_mirrordamage = 0;
253 MUTATOR_HOOKFUNCTION(ca_FilterItem)
255 if(autocvar_g_powerups <= 0)
256 if(self.flags & FL_POWERUP)
259 if(autocvar_g_pickup_items <= 0)
265 MUTATOR_HOOKFUNCTION(ca_PlayerDamage_SplitHealthArmor)
267 float excess = max(0, frag_damage - damage_take - damage_save);
269 if(frag_target != frag_attacker && IS_PLAYER(frag_attacker))
270 PlayerTeamScore_Add(frag_attacker, SP_SCORE, ST_SCORE, (frag_damage - excess) * autocvar_g_ca_damage2score_multiplier);
278 ScoreRules_basics(2, SFL_SORT_PRIO_PRIMARY, 0, TRUE);
279 ScoreInfo_SetLabel_TeamScore (ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
280 ScoreRules_basics_end();
283 void ca_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
290 allowed_to_spawn = TRUE;
292 round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
293 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
295 addstat(STAT_REDALIVE, AS_INT, redalive_stat);
296 addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
297 addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
298 addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
300 InitializeEntity(world, ca_DelayedInit, INITPRIO_GAMETYPE);
303 MUTATOR_DEFINITION(gamemode_ca)
305 MUTATOR_HOOK(PlayerSpawn, ca_PlayerSpawn, CBC_ORDER_ANY);
306 MUTATOR_HOOK(PutClientInServer, ca_PutClientInServer, CBC_ORDER_ANY);
307 MUTATOR_HOOK(MakePlayerObserver, ca_MakePlayerObserver, CBC_ORDER_ANY);
308 MUTATOR_HOOK(ClientConnect, ca_ClientConnect, CBC_ORDER_ANY);
309 MUTATOR_HOOK(reset_map_global, ca_reset_map_global, CBC_ORDER_ANY);
310 MUTATOR_HOOK(reset_map_players, ca_reset_map_players, CBC_ORDER_ANY);
311 MUTATOR_HOOK(GetTeamCount, ca_GetTeamCount, CBC_ORDER_EXCLUSIVE);
312 MUTATOR_HOOK(PlayerDies, ca_PlayerDies, CBC_ORDER_ANY);
313 MUTATOR_HOOK(ForbidPlayerScore_Clear, ca_ForbidPlayerScore_Clear, CBC_ORDER_ANY);
314 MUTATOR_HOOK(ForbidThrowCurrentWeapon, ca_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
315 MUTATOR_HOOK(GiveFragsForKill, ca_GiveFragsForKill, CBC_ORDER_FIRST);
316 MUTATOR_HOOK(SetStartItems, ca_SetStartItems, CBC_ORDER_ANY);
317 MUTATOR_HOOK(PlayerDamage_Calculate, ca_PlayerDamage, CBC_ORDER_ANY);
318 MUTATOR_HOOK(FilterItem, ca_FilterItem, CBC_ORDER_ANY);
319 MUTATOR_HOOK(PlayerDamage_SplitHealthArmor, ca_PlayerDamage_SplitHealthArmor, CBC_ORDER_ANY);
323 if(time > 1) // game loads at time 1
324 error("This is a game type and it cannot be added at runtime.");
330 print("This is a game type and it cannot be removed at runtime.");