void CA_RoundStart()
{
- if(inWarmupStage)
+ if(warmup_stage)
allowed_to_spawn = TRUE;
else
allowed_to_spawn = FALSE;
MUTATOR_HOOKFUNCTION(ca_GetTeamCount)
{
- ca_teams = autocvar_g_ca_teams_override;
- if(ca_teams < 2)
- ca_teams = autocvar_g_ca_teams;
- ca_teams = bound(2, ca_teams, 4);
ret_float = ca_teams;
- return 1;
+ return 0;
}
MUTATOR_HOOKFUNCTION(ca_PlayerDies)
start_ammo_cells = cvar("g_lms_start_ammo_cells");
start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
- start_items &~= IT_UNLIMITED_AMMO;
+ start_items &= ~IT_UNLIMITED_AMMO;
return 0;
}
+MUTATOR_HOOKFUNCTION(ca_PlayerDamage)
+{
+ if(IS_PLAYER(frag_target))
+ if(frag_target.deadflag == DEAD_NO)
+ if(frag_target == frag_attacker || SAME_TEAM(frag_target, frag_attacker) || frag_deathtype == DEATH_FALL)
+ frag_damage = 0;
+
+ frag_mirrordamage = 0;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ca_FilterItem)
+{
+ if(autocvar_g_powerups <= 0)
+ if(self.flags & FL_POWERUP)
+ return TRUE;
+
+ if(autocvar_g_pickup_items <= 0)
+ return TRUE;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ca_PlayerDamage_SplitHealthArmor)
+{
+ float excess = max(0, frag_damage - damage_take - damage_save);
+
+ if(frag_target != frag_attacker && IS_PLAYER(frag_attacker))
+ PlayerTeamScore_Add(frag_attacker, SP_SCORE, ST_SCORE, (frag_damage - excess) * autocvar_g_ca_damage2score_multiplier);
+
+ return FALSE;
+}
+
// scoreboard setup
void ca_ScoreRules()
{
{
allowed_to_spawn = TRUE;
+ ca_teams = autocvar_g_ca_teams_override;
+ if(ca_teams < 2)
+ ca_teams = autocvar_g_ca_teams;
+ ca_teams = bound(2, ca_teams, 4);
+ ret_float = ca_teams;
+ ScoreRules_ca(ca_teams);
+
round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
-
- InitializeEntity(world, ca_DelayedInit, INITPRIO_GAMETYPE);
}
MUTATOR_DEFINITION(gamemode_ca)
MUTATOR_HOOK(ForbidThrowCurrentWeapon, ca_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, ca_GiveFragsForKill, CBC_ORDER_FIRST);
MUTATOR_HOOK(SetStartItems, ca_SetStartItems, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_Calculate, ca_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(FilterItem, ca_FilterItem, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_SplitHealthArmor, ca_PlayerDamage_SplitHealthArmor, CBC_ORDER_ANY);
MUTATOR_ONADD
{