+++ /dev/null
-#include "gamemode_tdm.qh"
-
-int autocvar_g_tdm_teams;
-int autocvar_g_tdm_teams_override;
-
-/*QUAKED spawnfunc_tdm_team (0 .5 .8) (-16 -16 -24) (16 16 32)
-Team declaration for TDM gameplay, this allows you to decide what team names and control point models are used in your map.
-Note: If you use spawnfunc_tdm_team entities you must define at least 2! However, unlike domination, you don't need to make a blank one too.
-Keys:
-"netname" Name of the team (for example Red, Blue, Green, Yellow, Life, Death, Offense, Defense, etc)...
-"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
-spawnfunc(tdm_team)
-{
- if(!g_tdm || !this.cnt) { delete(this); return; }
-
- this.classname = "tdm_team";
- this.team = this.cnt + 1;
-}
-
-// code from here on is just to support maps that don't have team entities
-void tdm_SpawnTeam (string teamname, int teamcolor)
-{
- entity this = new_pure(tdm_team);
- this.netname = teamname;
- this.cnt = teamcolor - 1;
- this.team = teamcolor;
- this.spawnfunc_checked = true;
- //spawnfunc_tdm_team(this);
-}
-
-void tdm_DelayedInit(entity this)
-{
- // if no teams are found, spawn defaults
- if(find(NULL, classname, "tdm_team") == NULL)
- {
- LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway.");
-
- int numteams = autocvar_g_tdm_teams_override;
- if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
-
- int teams = BITS(bound(2, numteams, 4));
- if(teams & BIT(0))
- tdm_SpawnTeam("Red", NUM_TEAM_1);
- if(teams & BIT(1))
- tdm_SpawnTeam("Blue", NUM_TEAM_2);
- if(teams & BIT(2))
- tdm_SpawnTeam("Yellow", NUM_TEAM_3);
- if(teams & BIT(3))
- tdm_SpawnTeam("Pink", NUM_TEAM_4);
- }
-}
-
-MUTATOR_HOOKFUNCTION(tdm, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
-{
- M_ARGV(1, string) = "tdm_team";
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(tdm, Scores_CountFragsRemaining)
-{
- // announce remaining frags
- return true;
-}