#include <server/items/items.qh>
int autocvar_g_lms_extra_lives;
+float autocvar_g_lms_forfeit_min_match_time;
bool autocvar_g_lms_join_anytime;
int autocvar_g_lms_last_join;
+bool autocvar_g_lms_items;
bool autocvar_g_lms_regenerate;
int autocvar_g_lms_leader_lives_diff = 2;
float autocvar_g_lms_leader_minpercent = 0.5;
.float lms_leader;
int lms_leaders;
-bool lms_visible_leaders;
+float lms_visible_leaders_time;
+bool lms_visible_leaders = true; // triggers lms_visible_leaders_time update in the first frame
bool lms_visible_leaders_prev;
-float lms_leader_interval_jitter;
+bool autocvar_g_lms_rot;
// main functions
int LMS_NewPlayerLives()
entity first_player = NULL;
int totalplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it.frags == FRAGS_PLAYER, {
- if (!totalplayers)
- first_player = it;
- ++totalplayers;
+ int totalplayed = 0;
+ FOREACH_CLIENT(true, {
+ if (IS_PLAYER(it) && it.frags == FRAGS_PLAYER)
+ {
+ if (!totalplayers)
+ first_player = it;
+ ++totalplayers;
+ }
+ else if (GameRules_scoring_add(it, LMS_RANK, 0))
+ ++totalplayed;
});
if (totalplayers)
{
// two or more active players - continue with the game
- if (autocvar_g_campaign)
+ if (autocvar_g_campaign && campaign_bots_may_start)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
float pl_lives = GameRules_scoring_add(it, LMS_LIVES, 0);
// exactly one player?
ClearWinners();
- SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
if (LMS_NewPlayerLives())
{
+ if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
+ {
+ GameRules_scoring_add(first_player, LMS_RANK, 1);
+ first_player.winning = 1;
+ return WINNING_YES;
+ }
// game still running (that is, nobody got removed from the game by a frag yet)? then continue
return WINNING_NO;
}
// a winner!
// and assign him his first place
GameRules_scoring_add(first_player, LMS_RANK, 1);
+ first_player.winning = 1;
return WINNING_YES;
}
}
// nobody is playing at all...
if (LMS_NewPlayerLives())
{
+ if (totalplayed && game_starttime > 0 && time > game_starttime + autocvar_g_lms_forfeit_min_match_time) // give players time to join
+ {
+ ClearWinners();
+ return WINNING_YES;
+ }
// wait for players...
}
else
return true;
}
+int lms_leaders_lives_diff;
void lms_UpdateLeaders()
{
int max_lives = 0;
second_max_lives = lives;
});
+ lms_leaders_lives_diff = max_lives - second_max_lives;
+
int lives_diff = autocvar_g_lms_leader_lives_diff;
- if (max_lives - second_max_lives >= lives_diff && pl_cnt_with_max_lives <= pl_cnt * autocvar_g_lms_leader_minpercent)
+ if (lms_leaders_lives_diff >= lives_diff && pl_cnt_with_max_lives <= pl_cnt * autocvar_g_lms_leader_minpercent)
FOREACH_CLIENT(IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME, {
int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
if (lives == max_lives)
}
CS(it).killcount = 0;
- it.lmsplayer = 0;
+ INGAME_STATUS_CLEAR(it);
it.lms_spectate_warning = 0;
GameRules_scoring_add(it, LMS_RANK, -GameRules_scoring_add(it, LMS_RANK, 0));
GameRules_scoring_add(it, LMS_LIVES, -GameRules_scoring_add(it, LMS_LIVES, 0));
// returns true if player is added to the game
bool lms_AddPlayer(entity player)
{
- if (!player.lmsplayer)
+ if (!INGAME(player))
{
int lives = GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives());
if(lives <= 0)
return false;
- player.lmsplayer = 2; // temp value indicating player has just joined the game (but not spawned yet)
+ if (time < game_starttime)
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
+ else
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINING); // this is just to delay setting health and armor that can't be done here
}
if (warmup_stage || time <= game_starttime)
{
if (warmup_stage || time < game_starttime)
return true;
- if (player.lmsplayer == 2) // just joined the game
+ if (INGAME_JOINING(player))
{
// spawn player with the same amount of health / armor
// as the least healthy player with the least number of lives
SetResource(player, RES_HEALTH, max(1, min_health));
if (min_armorvalue != start_armorvalue)
SetResource(player, RES_ARMOR, min_armorvalue);
- player.lmsplayer = 1;
+ INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
}
}
});
GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
}
- else
+ else if (INGAME(player))
{
int min_forfeiter_rank = 665; // different from 666
- FOREACH_CLIENT(true, {
+ FOREACH_CLIENT(it != player, {
// update rank of other players that were eliminated
if (it.frags == FRAGS_PLAYER_OUT_OF_GAME)
{
player.lms_spectate_warning = 3;
lms_RemovePlayer(player);
- player.lmsplayer = 0;
+ INGAME_STATUS_CLEAR(player);
}
MUTATOR_HOOKFUNCTION(lms, MakePlayerObserver)
GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
player.frags = FRAGS_SPECTATOR;
TRANSMUTE(Observer, player);
- player.lmsplayer = 0;
+ INGAME_STATUS_CLEAR(player);
}
else
{
{
entity player = M_ARGV(0, entity);
- // recycled REDALIVE to avoid adding a dedicated stat
+ // recycled REDALIVE and BLUEALIVE to avoid adding a dedicated stat
STAT(REDALIVE, player) = lms_leaders;
+ STAT(BLUEALIVE, player) = lms_leaders_lives_diff;
if(player.deadflag == DEAD_DYING)
player.deadflag = DEAD_RESPAWNING;
float leader_time = autocvar_g_lms_leader_wp_time;
float leader_interval = leader_time + autocvar_g_lms_leader_wp_interval;
lms_visible_leaders_prev = lms_visible_leaders;
- lms_visible_leaders = (time % leader_interval < leader_time);
+ lms_visible_leaders = (time > lms_visible_leaders_time && time < lms_visible_leaders_time + leader_time);
if (lms_visible_leaders_prev && !lms_visible_leaders)
- lms_leader_interval_jitter = random() * autocvar_g_lms_leader_wp_interval_jitter;
- leader_interval += lms_leader_interval_jitter;
+ lms_visible_leaders_time = time + leader_interval + random() * autocvar_g_lms_leader_wp_interval_jitter;
lms_leaders = 0;
FOREACH_CLIENT(true, {
Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_LEADER);
lms_leaders++;
}
- }
- else
- {
- if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
+ else // if (!it.lms_leader)
{
- if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
- Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_OTHER);
+ if (IS_PLAYER(it) && it.frags != FRAGS_PLAYER_OUT_OF_GAME)
+ {
+ if (!lms_visible_leaders_prev && lms_visible_leaders && IS_REAL_CLIENT(it))
+ Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_LMS_VISIBLE_OTHER);
+ }
+ if (it.waypointsprite_attachedforcarrier)
+ WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
}
- if (it.waypointsprite_attachedforcarrier)
- WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
}
});
}
MUTATOR_HOOKFUNCTION(lms, PlayerRegen)
{
- if(autocvar_g_lms_regenerate)
- return false;
- return true;
+ if(!autocvar_g_lms_regenerate)
+ M_ARGV(2, float) = 0;
+ if(!autocvar_g_lms_rot)
+ M_ARGV(3, float) = 0;
+ return (!autocvar_g_lms_regenerate && !autocvar_g_lms_rot);
}
MUTATOR_HOOKFUNCTION(lms, PlayerPowerups)
MUTATOR_HOOKFUNCTION(lms, SetStartItems)
{
start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
+ if(!cvar("g_use_ammunition"))
+ start_items |= IT_UNLIMITED_AMMO;
+
start_health = warmup_start_health = cvar("g_lms_start_health");
start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
MUTATOR_HOOKFUNCTION(lms, FilterItemDefinition)
{
+ if (autocvar_g_lms_items)
+ return false;
+
entity definition = M_ARGV(0, entity);
if (autocvar_g_lms_extra_lives && definition == ITEM_ExtraLife)
{
return false;
}
- return true;
+ return (autocvar_g_pickup_items <= 0); // only allow items if explicitly enabled
}
void lms_extralife(entity this)
MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
- if (it.lmsplayer && it.lms_spectate_warning < 2)
+ if (INGAME(it) && it.lms_spectate_warning < 2)
++M_ARGV(0, int); // activerealplayers
++M_ARGV(1, int); // realplayers
});
if(player.frags != FRAGS_SPECTATOR && player.frags != FRAGS_PLAYER_OUT_OF_GAME)
{
player.lms_spectate_warning = 1;
- sprint(player, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
+ sprint(player, "^1WARNING:^7 you can't rejoin this match after spectating. Use the same command again to spectate anyway.\n");
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_CENTER, CENTER_LMS_SPECWARN);
}
return MUT_SPECCMD_RETURN;
}
M_ARGV(0, string) = autocvar_g_lms_weaponarena;
}
-MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
-{
- entity player = M_ARGV(0, entity);
-
- return boolean(player.lmsplayer);
-}
-
MUTATOR_HOOKFUNCTION(lms, AddPlayerScore)
{
if(game_stopped)