#define CA_ALIVE_TEAMS_OK() (CA_ALIVE_TEAMS() == ca_teams)
float CA_CheckWinner()
{
- if(round_handler_GetTimeLeft() <= 0)
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
{
Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
{
Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
- TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
+ TeamScore_AddToTeam(winner_team, ST_CA_ROUNDS, +1);
}
else if(winner_team == -1)
{
void CA_RoundStart()
{
- if(inWarmupStage)
+ if(warmup_stage)
allowed_to_spawn = TRUE;
else
allowed_to_spawn = FALSE;
CA_count_alive_players();
if(CA_ALIVE_TEAMS_OK())
{
- Kill_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_MISSING_TEAMS);
+ if(prev_total_players > 0)
+ Kill_Notification(NOTIF_ALL, world, MSG_CENTER_CPID, CPID_MISSING_TEAMS);
prev_total_players = -1;
return 1;
}
if(!self.caplayer)
{
self.caplayer = 0.5;
- if(clienttype(self) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(self))
sprint(self, "You will join the game in the next round.\n");
}
}
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_PlayerPreThink)
+MUTATOR_HOOKFUNCTION(ca_PlayerDies)
{
if(!allowed_to_spawn)
- self.stat_respawn_time = 0;
+ self.respawn_flags = RESPAWN_SILENT;
return 1;
}
return 1;
}
+MUTATOR_HOOKFUNCTION(ca_SetStartItems)
+{
+ start_health = cvar("g_lms_start_health");
+ start_armorvalue = cvar("g_lms_start_armor");
+
+ start_ammo_shells = cvar("g_lms_start_ammo_shells");
+ start_ammo_nails = cvar("g_lms_start_ammo_nails");
+ start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
+ start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
+
+ 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()
+{
+ ScoreRules_basics(2, SFL_SORT_PRIO_PRIMARY, 0, TRUE);
+ ScoreInfo_SetLabel_TeamScore (ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
+ ScoreRules_basics_end();
+}
+
+void ca_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
+{
+ ca_ScoreRules();
+}
+
void ca_Initialize()
{
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);
MUTATOR_HOOK(reset_map_global, ca_reset_map_global, CBC_ORDER_ANY);
MUTATOR_HOOK(reset_map_players, ca_reset_map_players, CBC_ORDER_ANY);
MUTATOR_HOOK(GetTeamCount, ca_GetTeamCount, CBC_ORDER_EXCLUSIVE);
- MUTATOR_HOOK(PlayerPreThink, ca_PlayerPreThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDies, ca_PlayerDies, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidPlayerScore_Clear, ca_ForbidPlayerScore_Clear, CBC_ORDER_ANY);
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
{