5 /*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32)
6 Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map.
7 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.
9 "netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
10 "cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
11 void spawnfunc_tdm_team()
13 if(!g_tdm) { remove(self); return; }
15 self.classname = "tdm_team";
16 self.team = self.cnt + 1;
19 // code from here on is just to support maps that don't have team entities
20 void tdm_SpawnTeam (string teamname, float teamcolor)
25 self.classname = "tdm_team";
26 self.netname = teamname;
34 void tdm_DelayedInit()
36 // if no teams are found, spawn defaults
37 if(find(world, classname, "tdm_team") == world)
39 print("No ""tdm_team"" entities found on this map, creating them anyway.\n");
41 float numteams = min(4, autocvar_g_tdm_teams_override);
43 if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
44 numteams = bound(2, numteams, 4);
47 for(i = 1; i <= numteams; ++i)
48 tdm_SpawnTeam(Team_ColorName(Team_NumberToTeam(i)), Team_NumberToTeam(i) - 1);
52 MUTATOR_HOOKFUNCTION(tdm_GetTeamCount)
54 ret_string = "tdm_team";
58 MUTATOR_DEFINITION(gamemode_tdm)
60 MUTATOR_HOOK(GetTeamCount, tdm_GetTeamCount, CBC_ORDER_ANY);
64 if(time > 1) // game loads at time 1
65 error("This is a game type and it cannot be added at runtime.");
66 InitializeEntity(world, tdm_DelayedInit, INITPRIO_GAMETYPE);
69 MUTATOR_ONROLLBACK_OR_REMOVE
71 // we actually cannot roll back tdm_Initialize here
72 // BUT: we don't need to! If this gets called, adding always
78 print("This is a game type and it cannot be removed at runtime.");