BADCVAR("g_arena");
BADCVAR("g_assault");
BADCVAR("g_ca");
+ BADCVAR("g_ca_teams");
BADCVAR("g_ctf");
BADCVAR("g_cts");
BADCVAR("g_dm");
BADCVAR("g_domination");
BADCVAR("g_domination_default_teams");
BADCVAR("g_freezetag");
+ BADCVAR("g_freezetag_teams");
BADCVAR("g_keepaway");
BADCVAR("g_keyhunt");
BADCVAR("g_td");
BADCVAR("g_keyhunt_teams");
- BADCVAR("g_keyhunt_teams");
BADCVAR("g_lms");
BADCVAR("g_nexball");
BADCVAR("g_onslaught");
BADCVAR("g_balance_teams_scorefactor");
BADCVAR("g_ban_sync_trusted_servers");
BADCVAR("g_ban_sync_uri");
+ BADCVAR("g_ca_teams_override");
BADCVAR("g_ctf_ignore_frags");
BADCVAR("g_domination_point_limit");
+ BADCVAR("g_freezetag_teams_override");
BADCVAR("g_friendlyfire");
BADCVAR("g_fullbrightitems");
BADCVAR("g_fullbrightplayers");
compressShortVector_init();
- allowed_to_spawn = TRUE;
-
entity head;
head = nextent(world);
maxclients = 0;
addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);
addstat(STAT_SWITCHINGWEAPON, AS_INT, switchingweapon);
addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);
+ addstat(STAT_ROUNDSTARTTIME, AS_FLOAT, stat_round_starttime);
addstat(STAT_ALLOW_OLDNEXBEAM, AS_INT, stat_allow_oldnexbeam);
Nagger_Init();
addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
-
- if(g_ca || g_freezetag)
- {
- addstat(STAT_REDALIVE, AS_INT, redalive_stat);
- addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
- addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
- addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
- }
-
- if(g_td)
- {
- addstat(STAT_CURRENT_WAVE, AS_FLOAT, stat_current_wave);
- addstat(STAT_TOTALWAVES, AS_FLOAT, stat_totalwaves);
- }
// freeze attacks
addstat(STAT_FROZEN, AS_INT, frozen);
{
s = strcat(":player:see-labels:", GetPlayerScoreString(other, 0), ":");
s = strcat(s, ftos(rint(time - other.jointime)), ":");
- if(other.classname == "player" || g_arena || g_ca || g_lms)
+ if(other.classname == "player" || g_arena || other.caplayer == 1 || g_lms)
s = strcat(s, ftos(other.team), ":");
else
s = strcat(s, "spectator:");
return WINNING_NO;
}
-float LMS_NewPlayerLives()
-{
- float fl;
- fl = autocvar_fraglimit;
- if(fl == 0)
- fl = 999;
-
- // first player has left the game for dying too much? Nobody else can get in.
- if(lms_lowest_lives < 1)
- return 0;
-
- if(!autocvar_g_lms_join_anytime)
- if(lms_lowest_lives < fl - autocvar_g_lms_last_join)
- return 0;
-
- return bound(1, lms_lowest_lives, fl);
-}
-
// Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
// they win. Otherwise the defending team wins once the timelimit passes.
void assault_new_round();