#include "gamemode_invasion.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#include "../../common/monsters/spawn.qh"
#include "../../common/monsters/sv_monsters.qh"
-void spawnfunc_invasion_spawnpoint()
-{SELFPARAM();
+#include "../teamplay.qh"
+
+float autocvar_g_invasion_round_timelimit;
+int autocvar_g_invasion_teams;
+bool autocvar_g_invasion_team_spawns;
+float autocvar_g_invasion_spawnpoint_spawn_delay;
+#define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
+float autocvar_g_invasion_warmup;
+int autocvar_g_invasion_monster_count;
+bool autocvar_g_invasion_zombies_only;
+float autocvar_g_invasion_spawn_delay;
+
+spawnfunc(invasion_spawnpoint)
+{
if(!g_invasion) { remove(self); return; }
self.classname = "invasion_spawnpoint";
}
}
-MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
+MUTATOR_HOOKFUNCTION(inv, MonsterDies)
{SELFPARAM();
if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
{
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
+MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
{SELFPARAM();
if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
return true;
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_OnEntityPreSpawn)
+MUTATOR_HOOKFUNCTION(inv, OnEntityPreSpawn)
{SELFPARAM();
if(startsWith(self.classname, "monster_"))
if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_StartFrame)
+MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
{
monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
monsters_killed = inv_numkilled;
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
+MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
{
// no regeneration in invasion
return true;
}
-MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
+MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
{SELFPARAM();
self.bot_attack = false;
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
+MUTATOR_HOOKFUNCTION(inv, PlayerDamage_Calculate)
{
if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
{
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
+MUTATOR_HOOKFUNCTION(inv, SV_ParseClientCommand)
{SELFPARAM();
if(MUTATOR_RETURNVALUE) // command was already handled?
return false;
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_BotShouldAttack)
+MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
{
if(!IS_MONSTER(checkentity))
return true;
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
+MUTATOR_HOOKFUNCTION(inv, SetStartItems)
{
start_health = 200;
start_armorvalue = 200;
-
return false;
}
-MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
+MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
{
if(IS_MONSTER(frag_target))
return MUT_ACCADD_INVALID;
return MUT_ACCADD_INDIFFERENT;
}
-MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
+MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
{
// monster spawning disabled during an invasion
return true;
}
-MUTATOR_HOOKFUNCTION(invasion_GetTeamCount)
+MUTATOR_HOOKFUNCTION(inv, GetTeamCount, CBC_ORDER_EXCLUSIVE)
{
ret_float = invasion_teams;
return false;
InitializeEntity(world, invasion_DelayedInit, INITPRIO_GAMETYPE);
}
-MUTATOR_DEFINITION(gamemode_invasion)
+REGISTER_MUTATOR(inv, g_invasion)
{
- MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
- MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(OnEntityPreSpawn, invasion_OnEntityPreSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(SV_StartFrame, invasion_StartFrame, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
- MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
- MUTATOR_HOOK(BotShouldAttack, invasion_BotShouldAttack, CBC_ORDER_ANY);
- MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
- MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY);
- MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY);
- MUTATOR_HOOK(GetTeamCount, invasion_GetTeamCount, CBC_ORDER_ANY);
+ SetLimits(autocvar_g_invasion_point_limit, -1, -1, -1);
+ if(autocvar_g_invasion_teams >= 2)
+ {
+ ActivateTeamplay();
+ if(autocvar_g_invasion_team_spawns)
+ have_team_spawns = -1; // request team spawns
+ }
MUTATOR_ONADD
{