this.alivetime = time;
antilag_clear(this, CS(this));
+
+ if (warmup_stage == -1)
+ ReadyCount();
}
/** Called when a client spawns in the server */
{
if(g_duel)
return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
- int player_limit = autocvar_g_maxplayers;
+ // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
+ int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
player_limit = M_ARGV(0, int);
- return player_limit;
+ return player_limit < maxclients ? player_limit : 0;
}
/**