alias cl_hook_gamestart_ft
alias cl_hook_gamestart_inv
alias cl_hook_gamestart_duel
- alias cl_hook_gameend "rpn /cl_matchcount dup load 1 + =" // increase match count every time a game ends
+alias cl_hook_gamestart_sv
+ alias cl_hook_gameend
alias cl_hook_shutdown
alias cl_hook_activeweapon
alias sv_hook_gamestart_ft
alias sv_hook_gamestart_inv
alias sv_hook_gamestart_duel
+alias sv_hook_gamestart_sv
// there is currently no hook for when the match is restarted
// see sv_hook_readyrestart for previous uses of this hook
//alias sv_hook_gamerestart
alias sv_vote_gametype_hook_rc
alias sv_vote_gametype_hook_tdm
alias sv_vote_gametype_hook_duel
+alias sv_vote_gametype_hook_sv
// Example preset to allow 1v1ctf to be used for the gametype voting screen.
// Aliases can have max 31 chars so the gametype can have max 9 chars.
set g_duel_respawn_delay_max 0
set g_duel_respawn_waves 0
set g_duel_weapon_stay 0
+set g_sv_respawn_delay_small 0
+set g_sv_respawn_delay_small_count 0
+set g_sv_respawn_delay_large 0
+set g_sv_respawn_delay_large_count 0
+set g_sv_respawn_delay_max 0
+set g_sv_respawn_waves 0
+set g_sv_weapon_stay 0
// =========
set g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_ca_spectate_enemies 0 "allow eliminated players to spectate enemy players during Clan Arena games"
set g_ca_warmup 10 "time players get to run around before the round starts"
- set g_ca_damage2score_multiplier 0.01
+ set g_ca_damage2score 100 "every this amount of damage done give players 1 point"
set g_ca_round_timelimit 180 "round time limit in seconds"
set g_ca_teams_override 0
set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
// ====================
set g_cts 0 "CTS: complete the stage"
set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
- set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
+ set g_cts_finish_kill_delay 2 "kill player this many seconds after stage completion to prevent cheating by starting out with more speed than otherwise possible; set it to 0 to not kill or to -1 to kill instantly"
set g_cts_send_rankings_cnt 15 "send this number of map records to clients"
set g_cts_removeprojectiles 0 "remove projectiles when the player dies, to prevent using weapons earlier in the stage than intended"
set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
set g_lms_lives_override -1
set g_lms_extra_lives 0
- set g_lms_regenerate 0
- set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
- set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
+ set g_lms_regenerate 0 "health and/or armor regeneration, according to g_balance_health_regen and g_balance_armor_regen"
+ set g_lms_rot 0 "health and/or armor rotting, according to g_balance_health_rot and g_balance_armor_rot"
+ set g_lms_last_join 3 "if g_lms_join_anytime is 0, new players can only join if the worst active player has (fraglimit - g_lms_last_join) or more lives; in other words, new players can no longer join once the worst player loses more than g_lms_last_join lives"
+ set g_lms_join_anytime 1 "1: new players can join, but get same amount of lives as the worst player; 0: new players can only join if the worst active player has (fraglimit - g_lms_last_join) or more lives"
+ set g_lms_items 0 "enables items to spawn, weaponarena still disables weapons and ammo (to force all items to spawn, use g_pickup_items 1 instead)"
set g_lms_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
+ set g_lms_forfeit_min_match_time 30 "end the match early if at least this many seconds have elapsed and less than 2 players are playing due to forfeits"
// =========
set g_invasion_zombies_only 0 "only spawn zombies"
set g_invasion_spawn_delay 0.25
set g_invasion_spawnpoint_spawn_delay 0.5
- set g_invasion_teams 0 "number of teams in invasion (note: use mapinfo to set this)"
- set g_invasion_team_spawns 1 "use team spawns in teamplay invasion mode"
set g_invasion_type 0 "type of invasion mode - 0: round-based, 1: hunting, 2: complete the stage (note: use mapinfo to set this)"
// ======
//set g_duel_warmup 180 "Have a short warmup period before beginning the actual duel"
set g_duel_with_powerups 0 "Enable powerups to spawn in the duel gamemode"
set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in duel"
+
+// ==========
+// survival
+// ==========
+set g_survival 0 "Survival: identify and eliminate all the hunters before all your allies are gone"
+set g_survival_not_lms_maps 0 "when this is set, LMS maps will NOT be listed in survival"
+set g_survival_hunter_count 0.25 "number of players who will become hunters, set between 0 and 0.9 to use a multiplier of the current players, or 1 and above to specify an exact number of players"
+set g_survival_punish_teamkill 1 "kill the player when they kill an ally"
+set g_survival_reward_survival 1 "give a point to all surviving players if the round timelimit is reached, in addition to the points given for kills"
+set g_survival_warmup 10 "how long the players will have time to run around the map before the round starts"
+set g_survival_round_timelimit 180 "round time limit in seconds"
seta notification_INFO_DEATH_SELF_FIRE "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_DEATH_SELF_GENERIC "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_DEATH_SELF_LAVA "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+ seta notification_INFO_DEATH_SELF_MON_GOLEM_CLAW "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+ seta notification_INFO_DEATH_SELF_MON_GOLEM_SMASH "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+ seta notification_INFO_DEATH_SELF_MON_GOLEM_ZAP "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_DEATH_SELF_MON_MAGE "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
- seta notification_INFO_DEATH_SELF_MON_SHAMBLER_CLAW "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
- seta notification_INFO_DEATH_SELF_MON_SHAMBLER_SMASH "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
- seta notification_INFO_DEATH_SELF_MON_SHAMBLER_ZAP "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_DEATH_SELF_MON_SPIDER "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_DEATH_SELF_MON_WYVERN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_DEATH_SELF_MON_ZOMBIE_JUMP "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_SPECTATE_WARNING "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_SUPERSPEC_MISSING_UID "2" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_SUPERWEAPON_PICKUP "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+seta notification_INFO_SURVIVAL_HUNTER_WIN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+seta notification_INFO_SURVIVAL_SUVIVOR_WIN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_TEAMCHANGE_LARGERTEAM "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_TEAMCHANGE_NOTALLOWED "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_VERSION_BETA "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_CENTER_ASSAULT_ATTACKING "1" "0 = off, 1 = centerprint"
seta notification_CENTER_ASSAULT_DEFENDING "1" "0 = off, 1 = centerprint"
seta notification_CENTER_ASSAULT_OBJ_DESTROYED "1" "0 = off, 1 = centerprint"
- seta notification_CENTER_CAMPAIGN_MESSAGE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CAMPCHECK "1" "0 = off, 1 = centerprint"
seta notification_CENTER_COINTOSS "1" "0 = off, 1 = centerprint"
seta notification_CENTER_COUNTDOWN_BEGIN "1" "0 = off, 1 = centerprint"
seta notification_CENTER_KEYHUNT_SCAN "1" "0 = off, 1 = centerprint"
seta notification_CENTER_KEYHUNT_START "1" "0 = off, 1 = centerprint"
seta notification_CENTER_LMS_NOLIVES "1" "0 = off, 1 = centerprint"
+ seta notification_CENTER_LMS_SPECWARN "1" "0 = off, 1 = centerprint"
seta notification_CENTER_MISSING_PLAYERS "1" "0 = off, 1 = centerprint"
seta notification_CENTER_MISSING_TEAMS "1" "0 = off, 1 = centerprint"
seta notification_CENTER_MOTD "1" "0 = off, 1 = centerprint"
seta notification_CENTER_SUPERWEAPON_BROKEN "1" "0 = off, 1 = centerprint"
seta notification_CENTER_SUPERWEAPON_LOST "1" "0 = off, 1 = centerprint"
seta notification_CENTER_SUPERWEAPON_PICKUP "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_HUNTER "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_HUNTER_WIN "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_SURVIVOR "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_SURVIVOR_WIN "1" "0 = off, 1 = centerprint"
seta notification_CENTER_TEAMCHANGE_AUTO "1" "0 = off, 1 = centerprint"
seta notification_CENTER_TEAMCHANGE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_TEAMCHANGE_SPECTATE "1" "0 = off, 1 = centerprint"
seta notification_DEATH_SELF_FIRE "1" "Enable this multiple notification"
seta notification_DEATH_SELF_GENERIC "1" "Enable this multiple notification"
seta notification_DEATH_SELF_LAVA "1" "Enable this multiple notification"
+ seta notification_DEATH_SELF_MON_GOLEM_CLAW "1" "Enable this multiple notification"
+ seta notification_DEATH_SELF_MON_GOLEM_SMASH "1" "Enable this multiple notification"
+ seta notification_DEATH_SELF_MON_GOLEM_ZAP "1" "Enable this multiple notification"
seta notification_DEATH_SELF_MON_MAGE "1" "Enable this multiple notification"
- seta notification_DEATH_SELF_MON_SHAMBLER_CLAW "1" "Enable this multiple notification"
- seta notification_DEATH_SELF_MON_SHAMBLER_SMASH "1" "Enable this multiple notification"
- seta notification_DEATH_SELF_MON_SHAMBLER_ZAP "1" "Enable this multiple notification"
seta notification_DEATH_SELF_MON_SPIDER "1" "Enable this multiple notification"
seta notification_DEATH_SELF_MON_WYVERN "1" "Enable this multiple notification"
seta notification_DEATH_SELF_MON_ZOMBIE_JUMP "1" "Enable this multiple notification"
#if defined(CSQC)
#include <common/gamemodes/_mod.qh>
- #include <common/resources.qh>
+ #include <common/resources/resources.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
#include <common/gamemodes/_mod.qh>
- #include <common/resources.qh>
- #include <server/resources.qh>
+ #include <common/resources/resources.qh>
+ #include <common/resources/sv_resources.qh>
#endif
REGISTRY(EntCSProps, BITS(16) - 1)
{ WriteByte(chan, ent.sv_solid); },
{ ent.sv_solid = ReadByte(); })
+// gamemode specific player survival status (independent of score and frags)
+ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
+ { WriteShort(chan, ent.survival_status); },
+ { ent.survival_status = ReadShort(); })
+
#ifdef SVQC
int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0;
{
if (radar_showenemies) break;
if (SAME_TEAM(to, player)) break;
- if (!(IS_PLAYER(to) || to.caplayer)) break;
+ if (!(IS_PLAYER(to) || INGAME(to))) break;
}
sf &= ENTCS_PUBLICMASK; // no private updates
} while (0);
--- /dev/null
- if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
+#include "sv_survival.qh"
+
+float autocvar_g_survival_hunter_count = 0.25;
+float autocvar_g_survival_round_timelimit = 180;
+float autocvar_g_survival_warmup = 10;
+bool autocvar_g_survival_punish_teamkill = true;
+bool autocvar_g_survival_reward_survival = true;
+
+void surv_FakeTimeLimit(entity e, float t)
+{
+ if(!IS_REAL_CLIENT(e))
+ return;
+#if 0
+ msg_entity = e;
+ WriteByte(MSG_ONE, 3); // svc_updatestat
+ WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
+ if(t < 0)
+ WriteCoord(MSG_ONE, autocvar_timelimit);
+ else
+ WriteCoord(MSG_ONE, (t + 1) / 60);
+#else
+ STAT(SURVIVAL_ROUNDTIMER, e) = t;
+#endif
+}
+
+void nades_Clear(entity player);
+
+void Surv_UpdateScores(bool timed_out)
+{
+ // give players their hard-earned kills now that the round is over
+ FOREACH_CLIENT(true,
+ {
+ it.totalfrags += it.survival_validkills;
+ if(it.survival_validkills)
+ GameRules_scoring_add(it, SCORE, it.survival_validkills);
+ it.survival_validkills = 0;
+ // player survived the round
+ if(IS_PLAYER(it) && !IS_DEAD(it))
+ {
+ if(autocvar_g_survival_reward_survival && timed_out && it.survival_status == SV_STATUS_PREY)
+ GameRules_scoring_add(it, SCORE, 1); // reward survivors who make it to the end of the round time limit
+ if(it.survival_status == SV_STATUS_PREY)
+ GameRules_scoring_add(it, SV_SURVIVALS, 1);
+ else if(it.survival_status == SV_STATUS_HUNTER)
+ GameRules_scoring_add(it, SV_HUNTS, 1);
+ }
+ });
+}
+
+float Surv_CheckWinner()
+{
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+ {
+ // if the match times out, survivors win too!
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it))
+ nades_Clear(it);
+ surv_FakeTimeLimit(it, -1);
+ });
+
+ Surv_UpdateScores(true);
+
+ allowed_to_spawn = false;
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+ return 1;
+ }
+
+ int survivor_count = 0, hunter_count = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SV_STATUS_PREY)
+ survivor_count++;
+ else if(it.survival_status == SV_STATUS_HUNTER)
+ hunter_count++;
+ });
+ if(survivor_count > 0 && hunter_count > 0)
+ {
+ return 0;
+ }
+
+ if(hunter_count > 0) // hunters win
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_HUNTER_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_HUNTER_WIN);
+ }
+ else if(survivor_count > 0) // survivors win
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+ }
+ else
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+ }
+
+ Surv_UpdateScores(false);
+
+ allowed_to_spawn = false;
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it))
+ nades_Clear(it);
+ surv_FakeTimeLimit(it, -1);
+ });
+
+ return 1;
+}
+
+void Surv_RoundStart()
+{
+ allowed_to_spawn = boolean(warmup_stage);
+ int playercount = 0;
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it) && !IS_DEAD(it))
+ {
+ ++playercount;
+ it.survival_status = SV_STATUS_PREY;
+ }
+ else
+ it.survival_status = 0; // this is mostly a safety check; if a client manages to somehow maintain a survival status, clear it before the round starts!
+ it.survival_validkills = 0;
+ });
+ int hunter_count = bound(1, ((autocvar_g_survival_hunter_count >= 1) ? autocvar_g_survival_hunter_count : floor(playercount * autocvar_g_survival_hunter_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
+ int total_hunters = 0;
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(total_hunters >= hunter_count)
+ break;
+ total_hunters++;
+ it.survival_status = SV_STATUS_HUNTER;
+ });
+
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SV_STATUS_PREY)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
+ else if(it.survival_status == SV_STATUS_HUNTER)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_HUNTER);
+
+ surv_FakeTimeLimit(it, round_handler_GetEndTime());
+ });
+}
+
+bool Surv_CheckPlayers()
+{
+ static int prev_missing_players;
+ allowed_to_spawn = true;
+ int playercount = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ ++playercount;
+ });
+ if (playercount >= 2)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return true;
+ }
+ if(playercount == 0)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return false;
+ }
+ // if we get here, only 1 player is missing
+ if(prev_missing_players != 1)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
+ prev_missing_players = 1;
+ }
+ return false;
+}
+
+bool surv_isEliminated(entity e)
+{
- if(e.caplayer == 0.5)
++ if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
+ return true;
- if(IS_PLAYER(player) || player.caplayer)
++ if(INGAME_JOINING(e))
+ return true;
+ return false;
+}
+
+void surv_Initialize() // run at the start of a match, initiates game mode
+{
+ GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
+ field(SP_SV_SURVIVALS, "survivals", 0);
+ field(SP_SV_HUNTS, "hunts", SFL_SORT_PRIO_SECONDARY);
+ });
+
+ allowed_to_spawn = true;
+ round_handler_Spawn(Surv_CheckPlayers, Surv_CheckWinner, Surv_RoundStart);
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+ EliminatedPlayers_Init(surv_isEliminated);
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(sv, ClientObituary)
+{
+ // in survival, announcing a frag would tell everyone who the hunter is
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
+ {
+ float frag_deathtype = M_ARGV(3, float);
+ entity wep_ent = M_ARGV(4, entity);
+ // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
+ // unless the player is going to be punished for suicide, in which case just remove one
+ if(frag_attacker.survival_status == frag_target.survival_status)
+ GiveFrags(frag_attacker, frag_target, ((autocvar_g_survival_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
+ }
+
+ M_ARGV(5, bool) = true; // anonymous attacker
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
- player.caplayer = 1;
++ if(IS_PLAYER(player) || INGAME_JOINED(player))
+ {
+ // update the scoreboard colour display to out the real killer at the end of the round
+ // running this every frame to avoid cheats
+ int plcolor = SV_COLOR_PREY;
+ if(player.survival_status == SV_STATUS_HUNTER && game_stopped)
+ plcolor = SV_COLOR_HUNTER;
+ setcolor(player, plcolor);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ player.survival_status = 0;
+ player.survival_validkills = 0;
- if (!allowed_to_spawn && player.caplayer)
++ INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ForbidSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ // spectators / observers that weren't playing can join; they are
+ // immediately forced to observe in the PutClientInServer hook
+ // this way they are put in a team and can play in the next round
- if (CS(player).jointime != time && !player.caplayer) // not when connecting
++ if (!allowed_to_spawn && INGAME(player))
+ return true;
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(sv, PutClientInServer)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
+ {
+ TRANSMUTE(Observer, player);
- player.caplayer = 0.5;
++ if (CS(player).jointime != time && !INGAME(player)) // not when connecting
+ {
- if (!it.caplayer && IS_BOT_CLIENT(it))
- it.caplayer = 1;
- if (it.caplayer)
++ INGAME_STATUS_SET(player, INGAME_STATUS_JOINING);
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(sv, reset_map_players)
+{
+ FOREACH_CLIENT(true, {
+ CS(it).killcount = 0;
+ it.survival_status = 0;
+ surv_FakeTimeLimit(it, -1); // restore original timelimit
- it.caplayer = 1;
++ if (INGAME(it) || IS_BOT_CLIENT(it))
+ {
+ TRANSMUTE(Player, it);
- player.caplayer = 0;
- if (player.caplayer)
++ INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
+ PutClientInServer(it);
+ }
+ });
+ bot_relinkplayerlist();
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, reset_map_global)
+{
+ allowed_to_spawn = true;
+ return true;
+}
+
+entity surv_LastPlayerForTeam(entity this)
+{
+ entity last_pl = NULL;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
+ if (!IS_DEAD(it) && this.survival_status == it.survival_status)
+ {
+ if (!last_pl)
+ last_pl = it;
+ else
+ return NULL;
+ }
+ });
+ return last_pl;
+}
+
+void surv_LastPlayerForTeam_Notify(entity this)
+{
+ if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+ {
+ entity pl = surv_LastPlayerForTeam(this);
+ if (pl)
+ Send_Notification(NOTIF_ONE_ONLY, pl, MSG_CENTER, CENTER_ALONE);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+
+ surv_LastPlayerForTeam_Notify(frag_target);
+ if (!allowed_to_spawn)
+ {
+ frag_target.respawn_flags = RESPAWN_SILENT;
+ // prevent unwanted sudden rejoin as spectator and movement of spectator camera
+ frag_target.respawn_time = time + 2;
+ }
+ frag_target.respawn_flags |= RESPAWN_FORCE;
+ if (!warmup_stage)
+ {
+ eliminatedPlayers.SendFlags |= 1;
+ if (IS_BOT_CLIENT(frag_target))
+ bot_clearqueue(frag_target);
+ }
+
+ // killed an ally! punishment is death
+ if(autocvar_g_survival_punish_teamkill && frag_attacker != frag_target && IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker.survival_status == frag_target.survival_status && !ITEM_DAMAGE_NEEDKILL(frag_deathtype))
+ if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted()) // don't autokill if the round hasn't
+ Damage(frag_attacker, frag_attacker, frag_attacker, 100000, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
++ bool is_forced = M_ARGV(1, bool);
++ if (is_forced && INGAME(player))
++ INGAME_STATUS_CLEAR(player);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ if (player.killindicator_teamchange == -2) // player wants to spectate
- if (!player.caplayer)
++ INGAME_STATUS_CLEAR(player);
++ if (INGAME(player))
+ player.frags = FRAGS_PLAYER_OUT_OF_GAME;
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
- if (IS_PLAYER(it) || it.caplayer == 1)
++ if (!INGAME(player))
+ {
+ player.survival_validkills = 0;
+ player.survival_status = 0;
+ surv_FakeTimeLimit(player, -1); // restore original timelimit
+ return false; // allow team reset
+ }
+ return true; // prevent team reset
+}
+
+MUTATOR_HOOKFUNCTION(sv, Scores_CountFragsRemaining)
+{
+ // announce remaining frags?
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+ frag_attacker.survival_validkills += M_ARGV(2, float);
+ M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, AddPlayerScore)
+{
+ entity scorefield = M_ARGV(0, entity);
+ if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
+ M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a hunter!
+}
+
+MUTATOR_HOOKFUNCTION(sv, CalculateRespawnTime)
+{
+ // no respawn calculations needed, player is forced to spectate anyway
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
+{
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
- if (player.caplayer)
++ if (IS_PLAYER(it) || INGAME_JOINED(it))
+ ++M_ARGV(0, int);
+ ++M_ARGV(1, int);
+ });
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ClientCommand_Spectate)
+{
+ entity player = M_ARGV(0, entity);
+
- MUTATOR_HOOKFUNCTION(sv, GetPlayerStatus)
- {
- entity player = M_ARGV(0, entity);
-
- return player.caplayer == 1;
- }
-
++ if (INGAME(player))
+ {
+ // they're going to spec, we can do other checks
+ if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
+ return MUT_SPECCMD_FORCE;
+ }
+
+ return MUT_SPECCMD_CONTINUE;
+}
+
+MUTATOR_HOOKFUNCTION(sv, BotShouldAttack)
+{
+ entity bot = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
+ if(targ.survival_status == bot.survival_status)
+ return true;
+}
MSG_INFO_NOTIF(DEATH_SELF_GENERIC, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 died%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_LAVA, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_lava", _("^BG%s^K1 turned into hot slag%s%s"), _("^BG%s^K1 found a hot place%s%s"))
MSG_INFO_NOTIF(DEATH_SELF_MON_MAGE, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was exploded by a Mage%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Shambler%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Shambler%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Shambler%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_CLAW, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Golem%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_SMASH, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Golem%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_ZAP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Golem%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_SPIDER, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was bitten by a Spider%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_WYVERN, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was fireballed by a Wyvern%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 joins the Zombies%s%s"), "")
MSG_INFO_NOTIF(SUPERWEAPON_PICKUP, N_CONSOLE, 1, 0, "s1", "s1", "superweapons", _("^BG%s^K1 picked up a Superweapon"), "")
+ MSG_INFO_NOTIF(SURVIVAL_HUNTER_WIN, N_CONSOLE, 0, 0, "", "", "", _("^K1Hunters^BG win the round"), "")
+ MSG_INFO_NOTIF(SURVIVAL_SURVIVOR_WIN, N_CONSOLE, 0, 0, "", "", "", _("^F1Survivors^BG win the round"), "")
+
MSG_INFO_NOTIF(TEAMCHANGE_LARGERTEAM, N_CONSOLE, 0, 0, "", "", "", _("^BGYou cannot change to a larger team"), "")
MSG_INFO_NOTIF(TEAMCHANGE_NOTALLOWED, N_CONSOLE, 0, 0, "", "", "", _("^BGYou are not allowed to change teams"), "")
MSG_CENTER_NOTIF(ASSAULT_DEFENDING, N_ENABLE, 0, 0, "", CPID_ASSAULT_ROLE, "0 0", _("^BGYou are defending!"), "")
MSG_CENTER_NOTIF(ASSAULT_OBJ_DESTROYED, N_ENABLE, 0, 1, "f1time", CPID_ASSAULT_ROLE, "0 0", _("^BGObjective destroyed in ^F4%s^BG!"), "")
- MSG_CENTER_NOTIF(COUNTDOWN_BEGIN, N_ENABLE, 0, 0, "", CPID_ROUND, "2 0", _("^F4Begin!"), "")
- MSG_CENTER_NOTIF(COUNTDOWN_GAMESTART, N_ENABLE, 0, 1, "", CPID_ROUND, "1 f1", _("^F4Game starts in ^COUNT"), "")
- MSG_CENTER_NOTIF(COUNTDOWN_ROUNDSTART, N_ENABLE, 0, 1, "", CPID_ROUND, "1 f1", _("^F4Round starts in ^COUNT"), "")
+ MSG_CENTER_NOTIF(COUNTDOWN_BEGIN, N_ENABLE, 0, 0, "", CPID_ROUND, "2 0", BOLD(_("^BGBegin!")), "")
+ MSG_CENTER_NOTIF(COUNTDOWN_GAMESTART, N_ENABLE, 0, 1, "", CPID_ROUND, "1 f1", strcat(_("^BGGame starts in"), "\n", BOLD("^COUNT")), "")
+ MSG_CENTER_NOTIF(COUNTDOWN_ROUNDSTART, N_ENABLE, 0, 2, "f1", CPID_ROUND, "1 f2", strcat(_("^BGRound %s starts in"), "\n", BOLD("^COUNT")), "")
MSG_CENTER_NOTIF(COUNTDOWN_ROUNDSTOP, N_ENABLE, 0, 0, "", CPID_ROUND, "2 0", _("^F4Round cannot start"), "")
MSG_CENTER_NOTIF(ROUND_TIED, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^BGRound tied"), "")
MULTITEAM_CENTER(KEYHUNT_START, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGYou are starting with the ^TC^TT Key"), "", KEY)
MSG_CENTER_NOTIF(LMS_NOLIVES, N_ENABLE, 0, 0, "", CPID_LMS, "0 0", _("^BGYou have no lives left, you must wait until the next match"), "")
+ MSG_CENTER_NOTIF(LMS_SPECWARN, N_ENABLE, 0, 0, "", CPID_LMS, "0 0", _("^F4WARNING:^BG you can't rejoin this match after spectating.\nUse the same command again to spectate anyway."), "")
MSG_CENTER_NOTIF(MISSING_TEAMS, N_ENABLE, 0, 1, "missing_teams", CPID_MISSING_TEAMS, "-1 0", _("^BGWaiting for players to join...\nNeed active players for: %s"), "")
MSG_CENTER_NOTIF(MISSING_PLAYERS, N_ENABLE, 0, 1, "f1", CPID_MISSING_PLAYERS, "-1 0", _("^BGWaiting for %s player(s) to join..."), "")
MSG_CENTER_NOTIF(INSTAGIB_FINDAMMO_FIRST, N_ENABLE, 0, 0, "", CPID_INSTAGIB_FINDAMMO, "1 10", _("^BGGet some ammo or you'll be dead in ^F4^COUNT^BG!"), _("^BGGet some ammo! ^F4^COUNT^BG left!"))
MSG_CENTER_NOTIF(INSTAGIB_LIVES_REMAINING, N_ENABLE, 0, 1, "f1", CPID_Null, "0 0", _("^F2Extra lives remaining: ^K1%s"), "")
- MSG_CENTER_NOTIF(CAMPAIGN_MESSAGE, N_ENABLE, 1, 1, "f1 s1 join_key", CPID_CAMPAIGN_MESSAGE, "-1 0", strcat(_("Level %s: "), "^BG%s\n^3\n", _("^BGPress ^F2%s^BG to enter the game")), "")
MSG_CENTER_NOTIF(MOTD, N_ENABLE, 1, 0, "s1", CPID_MOTD, "-1 0", "^BG%s", "")
MSG_CENTER_NOTIF(NIX_COUNTDOWN, N_ENABLE, 0, 2, "item_wepname", CPID_NIX, "1 f2", _("^F2^COUNT^BG until weapon change...\nNext weapon: ^F1%s"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_LOST, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Superweapons have been lost"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_PICKUP, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2You now have a superweapon"), "")
+ MSG_CENTER_NOTIF(SURVIVAL_HUNTER, N_ENABLE, 0, 0, "", CPID_SURVIVAL, "5 0", strcat(BOLD_OPERATOR, _("^BGYou are a ^K1hunter^BG! Eliminate the survivor(s) without raising suspicion!")), "")
+ MSG_CENTER_NOTIF(SURVIVAL_HUNTER_WIN, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^K1Hunters^BG win the round"), "")
+ MSG_CENTER_NOTIF(SURVIVAL_SURVIVOR, N_ENABLE, 0, 0, "", CPID_SURVIVAL, "5 0", strcat(BOLD_OPERATOR, _("^BGYou are a ^F1survivor^BG! Identify and eliminate the hunter(s)!")), "")
+ MSG_CENTER_NOTIF(SURVIVAL_SURVIVOR_WIN, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^F1Survivors^BG win the round"), "")
+
MULTITEAM_CENTER(TEAMCHANGE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing to ^TC^TT^K1 in ^COUNT"), "", NAME)
MSG_CENTER_NOTIF(TEAMCHANGE_AUTO, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing team in ^COUNT"), "")
MSG_CENTER_NOTIF(TEAMCHANGE_SPECTATE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Spectating in ^COUNT"), "")
MSG_MULTI_NOTIF(DEATH_SELF_GENERIC, N_ENABLE, NULL, INFO_DEATH_SELF_GENERIC, CENTER_DEATH_SELF_GENERIC)
MSG_MULTI_NOTIF(DEATH_SELF_LAVA, N_ENABLE, NULL, INFO_DEATH_SELF_LAVA, CENTER_DEATH_SELF_LAVA)
MSG_MULTI_NOTIF(DEATH_SELF_MON_MAGE, N_ENABLE, NULL, INFO_DEATH_SELF_MON_MAGE, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SHAMBLER_CLAW, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SHAMBLER_SMASH, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SHAMBLER_ZAP, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_CLAW, N_ENABLE, NULL, INFO_DEATH_SELF_MON_GOLEM_CLAW, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_SMASH, N_ENABLE, NULL, INFO_DEATH_SELF_MON_GOLEM_SMASH, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_ZAP, N_ENABLE, NULL, INFO_DEATH_SELF_MON_GOLEM_ZAP, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_SPIDER, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SPIDER, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_WYVERN, N_ENABLE, NULL, INFO_DEATH_SELF_MON_WYVERN, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP, N_ENABLE, NULL, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, CENTER_DEATH_SELF_MONSTER)
CASE(CPID, MISSING_TEAMS)
CASE(CPID, MISSING_PLAYERS)
CASE(CPID, INSTAGIB_FINDAMMO)
- CASE(CPID, CAMPAIGN_MESSAGE)
CASE(CPID, MOTD)
CASE(CPID, NIX)
CASE(CPID, ONSLAUGHT)
CASE(CPID, OVERTIME)
CASE(CPID, POWERUP)
CASE(CPID, RACE_FINISHLAP)
+ CASE(CPID, SURVIVAL)
CASE(CPID, TEAMCHANGE)
CASE(CPID, TIMEOUT)
CASE(CPID, TIMEIN)
f1points: point or points depending on f1
f1ord: count_ordinal of f1
f1time: process_time of f1
- f1race_time: mmssss of f1
- f2race_time: mmssss of f2
+ f1race_time: TIME_ENCODED_TOSTRING of f1
+ f2race_time: TIME_ENCODED_TOSTRING of f2
race_col: color of race time/position (i.e. good or bad)
race_diff: show time difference between f2 and f3
missing_teams: show which teams still need players
ARG_CASE(ARG_CS, "f1points", (f1 == 1 ? _("point") : _("points"))) \
ARG_CASE(ARG_CS_SV, "f1ord", count_ordinal(f1)) \
ARG_CASE(ARG_CS_SV, "f1time", process_time(2, f1)) \
- ARG_CASE(ARG_CS_SV_HA, "f1race_time", mmssss(f1)) \
- ARG_CASE(ARG_CS_SV_HA, "f2race_time", mmssss(f2)) \
- ARG_CASE(ARG_CS_SV_HA, "f3race_time", mmssss(f3)) \
+ ARG_CASE(ARG_CS_SV_HA, "f1race_time", TIME_ENCODED_TOSTRING(f1, true)) \
+ ARG_CASE(ARG_CS_SV_HA, "f2race_time", TIME_ENCODED_TOSTRING(f2, true)) \
+ ARG_CASE(ARG_CS_SV_HA, "f3race_time", TIME_ENCODED_TOSTRING(f3, true)) \
ARG_CASE(ARG_CS_SV, "race_col", CCR(((f1 == 1) ? "^F1" : "^F2"))) \
- ARG_CASE(ARG_CS_SV, "race_diff", ((f2 > f3) ? sprintf(CCR("^1[+%s]"), mmssss(f2 - f3)) : sprintf(CCR("^2[-%s]"), mmssss(f3 - f2)))) \
+ ARG_CASE(ARG_CS_SV, "race_diff", ((f2 > f3) ? sprintf(CCR("^1[+%s]"), TIME_ENCODED_TOSTRING(f2 - f3, true)) : sprintf(CCR("^2[-%s]"), TIME_ENCODED_TOSTRING(f3 - f2, true)))) \
ARG_CASE(ARG_CS, "missing_teams", notif_arg_missing_teams(f1)) \
ARG_CASE(ARG_CS, "pass_key", getcommandkey(_("drop flag"), "+use")) \
ARG_CASE(ARG_CS, "nade_key", getcommandkey(_("throw nade"), "dropweapon")) \
{
string ammoitems = "";
Weapon wep = REGISTRY_GET(Weapons, f1);
+ // TODO: registry handles
switch (wep.ammo_type)
{
case RES_SHELLS: ammoitems = ITEM_Shells.m_name; break;
* Score indices
*/
- // game mode specific indices are not in common/, but in server/scores_rules.qc!
#ifdef GAMEQC
// fields not networked via the score system
REGISTER_SP(END);
REGISTER_SP(ONS_TAKES);
REGISTER_SP(ONS_CAPS);
+
+REGISTER_SP(SV_SURVIVALS);
+REGISTER_SP(SV_HUNTS);
#endif
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
int autocvar_leadlimit;
+ int overtimes; // overtimes added (-1 = sudden death)
+ int timeout_status; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
+
// TODO: world.qh can't be included here due to circular includes!
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
/** arc heat in [0,1] */
REGISTER_STAT(PRESSED_KEYS, int)
REGISTER_STAT(FUEL, int)
- REGISTER_STAT(NB_METERSTART, float)
/** compressShotOrigin */
REGISTER_STAT(SHOTORG, int)
REGISTER_STAT(LEADLIMIT, float, autocvar_leadlimit)
REGISTER_STAT(LAST_PICKUP, float)
REGISTER_STAT(HUD, int)
REGISTER_STAT(HIT_TIME, float)
- REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
+ REGISTER_STAT(HITSOUND_DAMAGE_DEALT_TOTAL, int)
REGISTER_STAT(TYPEHIT_TIME, float)
REGISTER_STAT(AIR_FINISHED, float)
REGISTER_STAT(VEHICLESTAT_HEALTH, int)
REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
+ REGISTER_STAT(OVERTIMES, int, overtimes)
+ REGISTER_STAT(TIMEOUT_STATUS, int, timeout_status)
REGISTER_STAT(MONSTERS_TOTAL, int)
REGISTER_STAT(MONSTERS_KILLED, int)
REGISTER_STAT(NADE_BONUS, float)
REGISTER_STAT(DOM_PPS_YELLOW, float)
REGISTER_STAT(DOM_PPS_PINK, float)
+ // nexball
+ REGISTER_STAT(NB_METERSTART, float)
+
#ifdef SVQC
float autocvar_g_teleport_maxspeed;
#endif
#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
float warmup_limit;
+ float round_limit;
+ int rounds_played;
#endif
#ifdef SVQC
REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
+ REGISTER_STAT(ROUNDS_PLAYED, int, rounds_played)
+ REGISTER_STAT(ROUND_TIMELIMIT, float, round_limit)
#ifdef SVQC
float autocvar_sv_wallfriction;
#define autocvar_sv_gravity cvar("sv_gravity")
#ifdef SVQC
SPECTATE_COPYFIELD(_STAT(GUNALIGN))
#endif
+
+REGISTER_STAT(SURVIVAL_ROUNDTIMER, float)
}
}
- void DisableServerBackwardsCompatibility()
- {
- cvar_set("gameversion_min", ftos(100 * floor(cvar("gameversion") / 100)));
- }
-
void UpdateNotification_URI_Get_Callback(float id, float status, string data)
{
float n;
string s;
string un_version = "";
+ string un_tosversion = "";
string un_download = "";
string un_url = "";
string un_bannedservers = "";
un_version = s;
break;
}
+ case "T":
+ {
+ un_tosversion = s;
+ break;
+ }
case "C":
{
un_compatexpire = s;
}
}
- if(un_version != "")
+ if(un_version != "" && vercmp(cvar_string("g_xonoticversion"), un_version) < 0)
{
- if(vercmp(cvar_string("g_xonoticversion"), un_version) < 0)
- {
- // update needed
- _Nex_ExtResponseSystem_UpdateTo = strzone(un_version);
- if(un_download) { LOG_INFO(_("Update can be downloaded at:"), "\n", un_download); }
- if(un_url) { _Nex_ExtResponseSystem_UpdateToURL = strzone(un_url); }
- DisableServerBackwardsCompatibility();
- }
- else if(cvar_string("g_xonoticversion") == un_version)
- {
- if(un_compatexpire != "")
- {
- string curdate = strftime(false, "%Y%m%d%H%M%S");
- if (strcmp(curdate, un_compatexpire) >= 0)
- DisableServerBackwardsCompatibility();
- }
- }
+ // update needed
+ _Nex_ExtResponseSystem_UpdateTo = strzone(un_version);
+ if(un_download) { LOG_INFO(_("Update can be downloaded at:"), "\n", un_download); }
+ if(un_url) { _Nex_ExtResponseSystem_UpdateToURL = strzone(un_url); }
+ }
+
+ if(un_tosversion != "")
+ {
+ _Nex_ExtResponseSystem_NewToS = stof(un_tosversion);
}
if(un_bannedservers != "")
if(!_Nex_ExtResponseSystem_Queried)
{
_Nex_ExtResponseSystem_Queried = 1;
- float startcnt;
- string uri;
-
- cvar_set("cl_startcount", ftos(startcnt = cvar("cl_startcount") + 1));
-
- // for privacy, munge the start count a little
- startcnt = floor((floor(startcnt / 10) + random()) * 10);
- uri = sprintf("http://update.xonotic.org/checkupdate.txt?version=%s&cnt=%d", uri_escape(cvar_string("g_xonoticversion")), startcnt);
- uri_get(uri, URI_GET_UPDATENOTIFICATION);
+ cvar_set("cl_startcount", ftos(cvar("cl_startcount") + 1));
+ uri_get("https://update.xonotic.org/checkupdate.txt", URI_GET_UPDATENOTIFICATION);
}
if(_Nex_ExtResponseSystem_PacksStep > 0)
draw_CenterText(mid - 1 * line, l1, fs, '1 0 0', 1, 0);
draw_CenterText(mid - 0 * line, l2, fs, '0 0 1', 1, 0);
}
+
if (!campaign_name_previous)
campaign_name_previous = strzone(strcat(campaign_name, "x")); // force unequal
if(campaign_name == campaign_name_previous)
GAMETYPE(MAPINFO_TYPE_NEXBALL) \
GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
++ GAMETYPE(MAPINFO_TYPE_SURVIVAL) \
/* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
- /* GAMETYPE(MAPINFO_TYPE_SURVIVAL) */ \
+ /* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
/**/
// hidden gametypes come last so indexing always works correctly
#define HIDDEN_GAMETYPES \
GAMETYPE(MAPINFO_TYPE_RACE) \
GAMETYPE(MAPINFO_TYPE_CTS) \
+ GAMETYPE(MAPINFO_TYPE_INVASION) \
/**/
Gametype GameType_GetID(int cnt)
e.configureXonoticTextSliderValues(e);
}
+ bool isServerSingleplayer()
+ {
+ return (cvar_string("net_address") == "127.0.0.1" && cvar_string("net_address_ipv6") == "::1");
+ }
+
+ void makeServerSingleplayer()
+ {
+ // it doesn't allow clients to connect from different machines
+ localcmd("defer 0.1 \"sv_cmd settemp net_address 127.0.0.1\"\n");
+ localcmd("defer 0.1 \"sv_cmd settemp net_address_ipv6 ::1\"\n");
+ }
+
float getFadedAlpha(float currentAlpha, float startAlpha, float targetAlpha)
{
if(startAlpha < targetAlpha)
/** called when a player becomes observer, after shared setup */
#define EV_MakePlayerObserver(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is_forced */ i(bool, MUTATOR_ARGV_1_bool) \
/**/
MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
/**/
MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
- /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
- // NOTE: requesting cvar values (get_cvars_f 0) is deprecated
+ /**
+ * is meant to call GetCvars_handle* for cvars this mutator needs from the client, e.g.:
+ MUTATOR_HOOKFUNCTION(mymutator, GetCvars)
+ {
+ GetCvars_handleFloat(this, store, s, f, cvar_mycvar, "mycvar");
+ return false;
+ }
+ * Usually you can just use REPLICATE instead of this hook, e.g.:
+ REPLICATE(cvar_mycvar, int, "mycvar");
+ * NOTE: requesting cvar values (get_cvars_f 0) is deprecated
+ */
#define EV_GetCvars(i, o) \
/**/ i(float, get_cvars_f) \
/**/ i(string, get_cvars_s) \
/**/
MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
+ // The Resource hooks are often called by other hooks and to avoid conflicts
+ // as much as possible their args start from ARGV_7
+
/** Called when the amount of entity resources changes. Can be used to override
resource limit. */
#define EV_GetResourceLimit(i, o) \
- /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /** limit */ i(float, MUTATOR_ARGV_2_float) \
- /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /** limit */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
/**/
MUTATOR_HOOKABLE(GetResourceLimit, EV_GetResourceLimit);
/** Called when the amount of resource of an entity changes. See RES_*
constants for resource types. Return true to forbid the change. */
#define EV_SetResource(i, o) \
- /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /**/ o(int, MUTATOR_ARGV_1_int) \
- /** amount */ i(float, MUTATOR_ARGV_2_float) \
- /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /**/ o(entity, MUTATOR_ARGV_8_entity) \
+ /** amount */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
/**/
MUTATOR_HOOKABLE(SetResource, EV_SetResource);
constants for resource types. Amount wasted is the amount of resource that is
above resource limit so it was not given. */
#define EV_ResourceAmountChanged(i, o) \
- /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /** amount */ i(float, MUTATOR_ARGV_2_float) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /** amount */ i(float, MUTATOR_ARGV_9_float) \
/**/
MUTATOR_HOOKABLE(ResourceAmountChanged, EV_ResourceAmountChanged);
limit. See RES_* constants for resource types. Amount wasted is the amount
of resource that is above resource limit so it was not given. */
#define EV_ResourceWasted(i, o) \
- /** checked entity */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /** amount wasted */ i(float, MUTATOR_ARGV_2_float) \
+ /** checked entity */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /** amount wasted */ i(float, MUTATOR_ARGV_9_float) \
/**/
MUTATOR_HOOKABLE(ResourceWasted, EV_ResourceWasted);
for resource types. Return true to forbid giving.
NOTE: This hook is also called by GiveResourceWithLimit */
#define EV_GiveResource(i, o) \
- /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /**/ o(int, MUTATOR_ARGV_1_int) \
- /** amount */ i(float, MUTATOR_ARGV_2_float) \
- /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** receiver */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /**/ o(entity, MUTATOR_ARGV_8_entity) \
+ /** amount */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
/**/
MUTATOR_HOOKABLE(GiveResource, EV_GiveResource);
/** Called when entity is being given some resource with specified limit. See
RES_* constants for resource types. Return true to forbid giving. */
#define EV_GiveResourceWithLimit(i, o) \
- /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /**/ o(int, MUTATOR_ARGV_1_int) \
- /** amount */ i(float, MUTATOR_ARGV_2_float) \
- /**/ o(float, MUTATOR_ARGV_2_float) \
- /** limit */ i(float, MUTATOR_ARGV_3_float) \
- /**/ o(float, MUTATOR_ARGV_3_float) \
+ /** receiver */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /**/ o(entity, MUTATOR_ARGV_8_entity) \
+ /** amount */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
+ /** limit */ i(float, MUTATOR_ARGV_10_float) \
+ /**/ o(float, MUTATOR_ARGV_10_float) \
/**/
MUTATOR_HOOKABLE(GiveResourceWithLimit, EV_GiveResourceWithLimit);
for resource types. Return true to forbid giving.
NOTE: This hook is also called by TakeResourceWithLimit */
#define EV_TakeResource(i, o) \
- /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /**/ o(int, MUTATOR_ARGV_1_int) \
- /** amount */ i(float, MUTATOR_ARGV_2_float) \
- /**/ o(float, MUTATOR_ARGV_2_float) \
+ /** receiver */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /**/ o(entity, MUTATOR_ARGV_8_entity) \
+ /** amount */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
/**/
MUTATOR_HOOKABLE(TakeResource, EV_TakeResource);
/** Called when some resource is being taken from an entity, with a limit. See
RES_* constants for resource types. Return true to forbid giving. */
#define EV_TakeResourceWithLimit(i, o) \
- /** receiver */ i(entity, MUTATOR_ARGV_0_entity) \
- /** resource type */ i(int, MUTATOR_ARGV_1_int) \
- /**/ o(int, MUTATOR_ARGV_1_int) \
- /** amount */ i(float, MUTATOR_ARGV_2_float) \
- /**/ o(float, MUTATOR_ARGV_2_float) \
- /** limit */ i(float, MUTATOR_ARGV_3_float) \
- /**/ o(float, MUTATOR_ARGV_3_float) \
+ /** receiver */ i(entity, MUTATOR_ARGV_7_entity) \
+ /** resource type */ i(entity, MUTATOR_ARGV_8_entity) \
+ /**/ o(entity, MUTATOR_ARGV_8_entity) \
+ /** amount */ i(float, MUTATOR_ARGV_9_float) \
+ /**/ o(float, MUTATOR_ARGV_9_float) \
+ /** limit */ i(float, MUTATOR_ARGV_10_float) \
+ /**/ o(float, MUTATOR_ARGV_10_float) \
/**/
MUTATOR_HOOKABLE(TakeResourceWithLimit, EV_TakeResourceWithLimit);
+ // END Resource hooks
+
/** called at when a player connect */
#define EV_ClientConnect(i, o) \
/** player */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(AddedPlayerScore, EV_AddPlayerScore);
--#define EV_GetPlayerStatus(i, o) \
-- /** player */ i(entity, MUTATOR_ARGV_0_entity) \
-- /**/
--MUTATOR_HOOKABLE(GetPlayerStatus, EV_GetPlayerStatus);
--
#define EV_SetWeaponArena(i, o) \
/** arena */ i(string, MUTATOR_ARGV_0_string) \
/**/ o(string, MUTATOR_ARGV_0_string) \
/**/
MUTATOR_HOOKABLE(ChatMessageTo, EV_ChatMessageTo);
- /** return true to just restart the match, for modes that don't support readyrestart */
+ /**
+ * return true to restart the server instead of restarting the match, for modes that don't support readyrestart.
+ * NOTE: ReadyRestart support is mandatory in campaign
+ */
MUTATOR_HOOKABLE(ReadyRestart_Deny, EV_NO_ARGS);
/** called when a fusion reactor is validating its target */