3 #include "../gamemode.qh"
5 int autocvar_g_ca_point_limit;
6 int autocvar_g_ca_point_leadlimit;
7 float autocvar_g_ca_round_timelimit;
8 bool autocvar_g_ca_team_spawns;
9 //int autocvar_g_ca_teams;
10 int autocvar_g_ca_teams_override;
11 float autocvar_g_ca_warmup;
15 bool allowed_to_spawn;
17 const int ST_CA_ROUNDS = 1;
20 bool CA_CheckWinner();
22 bool ca_isEliminated(entity e);
24 REGISTER_MUTATOR(ca, false)
29 GameRules_teams(true);
30 GameRules_spawning_teams(autocvar_g_ca_team_spawns);
31 GameRules_limit_score(autocvar_g_ca_point_limit);
32 GameRules_limit_lead(autocvar_g_ca_point_leadlimit);
34 ca_teams = autocvar_g_ca_teams_override;
36 ca_teams = cvar("g_ca_teams"); // read the cvar directly as it gets written earlier in the same frame
38 ca_teams = BITS(bound(2, ca_teams, 4));
39 GameRules_scoring(ca_teams, SFL_SORT_PRIO_PRIMARY, 0, {
40 field_team(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
43 allowed_to_spawn = true;
44 round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
45 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
46 EliminatedPlayers_Init(ca_isEliminated);
51 // should be removed in the future, as other code should not have to care
52 .float caplayer; // 0.5 if scheduled to join the next round