2 float LMS_NewPlayerLives()
5 fl = autocvar_fraglimit;
9 // first player has left the game for dying too much? Nobody else can get in.
10 if(lms_lowest_lives < 1)
13 if(!autocvar_g_lms_join_anytime)
14 if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
17 return bound(1, lms_lowest_lives, fl);
21 MUTATOR_HOOKFUNCTION(lms_ResetMap)
23 lms_lowest_lives = 999;
24 lms_next_place = player_count;
29 MUTATOR_HOOKFUNCTION(lms_ResetPlayers)
31 if(restart_mapalreadyrestarted || (time < game_starttime))
34 PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
39 MUTATOR_HOOKFUNCTION(lms_PlayerPreSpawn)
41 // player is dead and becomes observer
42 // FIXME fix LMS scoring for new system
43 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0)
44 self.classname = "observer";
49 MUTATOR_HOOKFUNCTION(lms_PlayerDies)
51 self.respawn_flags |= RESPAWN_FORCE;
56 MUTATOR_HOOKFUNCTION(lms_RemovePlayer)
58 // Only if the player cannot play at all
59 if(PlayerScore_Add(self, SP_LMS_RANK, 0) == 666)
60 self.frags = FRAGS_SPECTATOR;
62 self.frags = FRAGS_LMS_LOSER;
64 if(self.killcount != -666)
65 if(PlayerScore_Add(self, SP_LMS_RANK, 0) > 0 && self.lms_spectate_warning != 2)
66 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_NOLIVES, self.netname);
68 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_LMS_FORFEIT, self.netname);
73 MUTATOR_HOOKFUNCTION(lms_ClientConnect)
75 self.classname = "player";
76 campaign_bots_may_start = 1;
78 if(PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
80 PlayerScore_Add(self, SP_LMS_RANK, 666);
81 self.frags = FRAGS_SPECTATOR;
87 MUTATOR_HOOKFUNCTION(lms_PlayerThink)
89 if(self.deadflag == DEAD_DYING)
90 self.deadflag = DEAD_RESPAWNING;
95 MUTATOR_HOOKFUNCTION(lms_PlayerRegen)
97 if(autocvar_g_lms_regenerate)
102 MUTATOR_HOOKFUNCTION(lms_ForbidThrowing)
108 MUTATOR_HOOKFUNCTION(lms_GiveFragsForKill)
112 tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
113 if(tl < lms_lowest_lives)
114 lms_lowest_lives = tl;
118 lms_next_place = player_count;
120 lms_next_place = min(lms_next_place, player_count);
121 PlayerScore_Add(frag_target, SP_LMS_RANK, lms_next_place); // won't ever spawn again
129 MUTATOR_HOOKFUNCTION(lms_SetStartItems)
131 start_items &= ~IT_UNLIMITED_AMMO;
132 start_health = warmup_start_health = cvar("g_lms_start_health");
133 start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
134 start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
135 start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
136 start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
137 start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
138 start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
143 MUTATOR_HOOKFUNCTION(lms_KeepScore)
145 // don't clear player score
149 MUTATOR_HOOKFUNCTION(lms_FilterItem)
151 if(autocvar_g_lms_extra_lives)
152 if(self.classname == "item_health_mega")
161 MUTATOR_HOOKFUNCTION(lms_ItemTouch)
163 // give extra lives for mega health
164 if(self.items & IT_HEALTH)
166 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
167 PlayerScore_Add(other, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
170 return MUT_ITEMTOUCH_CONTINUE;
174 void lms_ScoreRules()
176 ScoreRules_basics(0, 0, 0, FALSE);
177 ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
178 ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
179 ScoreRules_basics_end();
182 void lms_Initialize()
184 lms_lowest_lives = 9999;
190 MUTATOR_DEFINITION(gamemode_lms)
192 MUTATOR_HOOK(reset_map_global, lms_ResetMap, CBC_ORDER_ANY);
193 MUTATOR_HOOK(reset_map_players, lms_ResetPlayers, CBC_ORDER_ANY);
194 MUTATOR_HOOK(PutClientInServer, lms_PlayerPreSpawn, CBC_ORDER_ANY);
195 MUTATOR_HOOK(PlayerDies, lms_PlayerDies, CBC_ORDER_ANY);
196 MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY);
197 MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY);
198 MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY);
199 MUTATOR_HOOK(PlayerRegen, lms_PlayerRegen, CBC_ORDER_ANY);
200 MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY);
201 MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY);
202 MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY);
203 MUTATOR_HOOK(ForbidPlayerScore_Clear, lms_KeepScore, CBC_ORDER_ANY);
204 MUTATOR_HOOK(FilterItem, lms_FilterItem, CBC_ORDER_ANY);
205 MUTATOR_HOOK(ItemTouch, lms_ItemTouch, CBC_ORDER_ANY);
209 if(time > 1) // game loads at time 1
210 error("This is a game type and it cannot be added at runtime.");
214 MUTATOR_ONROLLBACK_OR_REMOVE
216 // we actually cannot roll back lms_Initialize here
217 // BUT: we don't need to! If this gets called, adding always
223 print("This is a game type and it cannot be removed at runtime.");