set g_lms_start_ammo_cells 180
set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 200
+set g_mayhem_start_armor 200
+set g_mayhem_start_ammo_shells 60
+set g_mayhem_start_ammo_nails 320
+set g_mayhem_start_ammo_rockets 160
+set g_mayhem_start_ammo_cells 180
+set g_mayhem_start_ammo_plasma 180
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 200
+set g_tmayhem_start_armor 200
+set g_tmayhem_start_ammo_shells 60
+set g_tmayhem_start_ammo_nails 320
+set g_tmayhem_start_ammo_rockets 160
+set g_tmayhem_start_ammo_cells 180
+set g_tmayhem_start_ammo_plasma 180
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 60
set g_lms_start_ammo_cells 50
set g_lms_start_ammo_plasma 50
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 250
+set g_mayhem_start_armor 100
+set g_mayhem_start_ammo_shells 50
+set g_mayhem_start_ammo_nails 150
+set g_mayhem_start_ammo_rockets 50
+set g_mayhem_start_ammo_cells 50
+set g_mayhem_start_ammo_plasma 50
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 250
+set g_tmayhem_start_armor 100
+set g_tmayhem_start_ammo_shells 50
+set g_tmayhem_start_ammo_nails 150
+set g_tmayhem_start_ammo_rockets 50
+set g_tmayhem_start_ammo_cells 50
+set g_tmayhem_start_ammo_plasma 50
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 15
set g_lms_start_ammo_cells 180
set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 200
+set g_mayhem_start_armor 100
+set g_mayhem_start_ammo_shells 60
+set g_mayhem_start_ammo_nails 320
+set g_mayhem_start_ammo_rockets 160
+set g_mayhem_start_ammo_cells 180
+set g_mayhem_start_ammo_plasma 180
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 200
+set g_tmayhem_start_armor 100
+set g_tmayhem_start_ammo_shells 60
+set g_tmayhem_start_ammo_nails 320
+set g_tmayhem_start_ammo_rockets 160
+set g_tmayhem_start_ammo_cells 180
+set g_tmayhem_start_ammo_plasma 180
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 60
set g_lms_start_ammo_cells 180
set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 200
+set g_mayhem_start_armor 200
+set g_mayhem_start_ammo_shells 60
+set g_mayhem_start_ammo_nails 320
+set g_mayhem_start_ammo_rockets 160
+set g_mayhem_start_ammo_cells 180
+set g_mayhem_start_ammo_plasma 180
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 200
+set g_tmayhem_start_armor 200
+set g_tmayhem_start_ammo_shells 60
+set g_tmayhem_start_ammo_nails 320
+set g_tmayhem_start_ammo_rockets 160
+set g_tmayhem_start_ammo_cells 180
+set g_tmayhem_start_ammo_plasma 180
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 60
set g_lms_start_ammo_cells 180
set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 200
+set g_mayhem_start_armor 200
+set g_mayhem_start_ammo_shells 60
+set g_mayhem_start_ammo_nails 320
+set g_mayhem_start_ammo_rockets 160
+set g_mayhem_start_ammo_cells 180
+set g_mayhem_start_ammo_plasma 180
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 200
+set g_tmayhem_start_armor 200
+set g_tmayhem_start_ammo_shells 60
+set g_tmayhem_start_ammo_nails 320
+set g_tmayhem_start_ammo_rockets 160
+set g_tmayhem_start_ammo_cells 180
+set g_tmayhem_start_ammo_plasma 180
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 60
set g_lms_start_ammo_cells 180
set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 200
+set g_mayhem_start_armor 200
+set g_mayhem_start_ammo_shells 60
+set g_mayhem_start_ammo_nails 320
+set g_mayhem_start_ammo_rockets 160
+set g_mayhem_start_ammo_cells 180
+set g_mayhem_start_ammo_plasma 180
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 200
+set g_tmayhem_start_armor 200
+set g_tmayhem_start_ammo_shells 60
+set g_tmayhem_start_ammo_nails 320
+set g_tmayhem_start_ammo_rockets 160
+set g_tmayhem_start_ammo_cells 180
+set g_tmayhem_start_ammo_plasma 180
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 60
set g_lms_start_ammo_cells 180
set g_lms_start_ammo_plasma 180
set g_lms_start_ammo_fuel 0
+set g_mayhem_start_health 200
+set g_mayhem_start_armor 200
+set g_mayhem_start_ammo_shells 60
+set g_mayhem_start_ammo_nails 320
+set g_mayhem_start_ammo_rockets 160
+set g_mayhem_start_ammo_cells 180
+set g_mayhem_start_ammo_plasma 180
+set g_mayhem_start_ammo_fuel 0
+set g_tmayhem_start_health 200
+set g_tmayhem_start_armor 200
+set g_tmayhem_start_ammo_shells 60
+set g_tmayhem_start_ammo_nails 320
+set g_tmayhem_start_ammo_rockets 160
+set g_tmayhem_start_ammo_cells 180
+set g_tmayhem_start_ammo_plasma 180
+set g_tmayhem_start_ammo_fuel 0
set g_balance_nix_roundtime 25
set g_balance_nix_incrtime 1.6
set g_balance_nix_ammo_shells 60
alias cl_hook_gamestart_ft
alias cl_hook_gamestart_inv
alias cl_hook_gamestart_duel
+alias cl_hook_gamestart_mayhem
+alias cl_hook_gamestart_tmayhem
alias cl_hook_gameend "rpn /cl_matchcount dup load 1 + =" // increase match count every time a game ends
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_mayhem
+alias sv_hook_gamestart_tmayhem
// 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_mayhem
+alias sv_vote_gametype_hook_tmayhem
// 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_mayhem_respawn_delay_small 0
+set g_mayhem_respawn_delay_small_count 0
+set g_mayhem_respawn_delay_large 0
+set g_mayhem_respawn_delay_large_count 0
+set g_mayhem_respawn_delay_max 0
+set g_mayhem_respawn_waves 0
+set g_mayhem_weapon_stay 0
+set g_tmayhem_respawn_delay_small 0
+set g_tmayhem_respawn_delay_small_count 0
+set g_tmayhem_respawn_delay_large 0
+set g_tmayhem_respawn_delay_large_count 0
+set g_tmayhem_respawn_delay_max 0
+set g_tmayhem_respawn_waves 0
+set g_tmayhem_weapon_stay 0
// =========
//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"
+
+// ==============================
+// free for all and team mayhem
+// ==============================
+set g_mayhem 0 "Mayhem: Compete for the most damage dealt and frags in this chaotic mayhem!"
+set g_tmayhem 0 "Team Mayhem: Compete with your team for the most damage dealt and frags in this chaotic mayhem!"
+
+set g_mayhem_scoringmethod 1 "1: By default 25% of the score is based on kills and 75% of it is based on damage. 2: 100% frags. 3: 100% damage."
+set g_tmayhem_scoringmethod 1 "1: By default 25% of the score is based on kills and 75% of it is based on damage. 2: 100% frags. 3: 100% damage."
+set g_mayhem_scoringmethod_1_damage_weight 0.75 "for the first scoring method how much is damage equal to player's spawning health worth in score"
+set g_tmayhem_scoringmethod_1_damage_weight 0.75 "for the first scoring method how much is damage equal to player's spawning health worth in score"
+set g_mayhem_scoringmethod_1_disable_selfdamage2score 0 "disable reducing score with self damage at the cost of full penalty for suicides regardless of how much health was lost suiciding"
+set g_tmayhem_scoringmethod_1_disable_selfdamage2score 0 "disable reducing score with self damage at the cost of full penalty for suicides regardless of how much health was lost suiciding"
+set g_mayhem_scoringmethod_1_frag_weight 0.25 "for the first scoring method how much is a frag worth in score"
+set g_tmayhem_scoringmethod_1_frag_weight 0.25 "for the first scoring method how much is a frag worth in score"
+
+set g_mayhem_fraglimit 30 "Team Mayhem basis for how many frags until the match ends, edit this over point_limit preferably"
+set g_tmayhem_fraglimit 50 "Team Mayhem basis for how many frags until the match ends, edit this over point_limit preferably"
+
+set g_mayhem_visual_score_limit 1000 "Mayhem visual score limit overriding the mapinfo specified one"
+set g_tmayhem_visual_score_limit 1000 "Team Mayhem visual score limit overriding the mapinfo specified one"
+
+set g_tmayhem_score_leadlimit -1 "Team Mayhem score lead limit(based on tmayhem_visual_score_limit, not tmayhem_fraglimit) overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+
+set g_mayhem_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
+set g_tmayhem_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
+
+set g_mayhem_powerups 1 "Allow powerups in mayhem. Only checked if g_powerups is -1 therefore this will be overridden by g_powerups 1 or 0"
+set g_tmayhem_powerups 1 "Allow powerups in team mayhem. Only checked if g_powerups is -1 therefore this will be overridden by g_powerups 1 or 0"
+set g_mayhem_pickup_items 0 "spawn pickup items in mayhem"
+set g_tmayhem_pickup_items 0 "spawn pickup items in team mayhem"
+set g_mayhem_pickup_items_remove_weapons_and_ammo 1 "when pickup items are enabled in mayhem still remove weapons and ammo pickups"
+set g_tmayhem_pickup_items_remove_weapons_and_ammo 1 "when pickup items are enabled in team mayhem still remove weapons and ammo pickups"
+
+set g_mayhem_selfdamage 0 "0 = disable selfdamage in mayhem, 1 = enable selfdamage in mayhem"
+set g_tmayhem_selfdamage 0 "0 = disable selfdamage in tmayhem, 1 = enable selfdamage in tmayhem"
+
+set g_mayhem_regenerate 0 "allow players to regenerate hp. rates controlled by hp regeneration and rotting cvars"
+set g_tmayhem_regenerate 0 "allow players to regenerate hp. rates controlled by hp regeneration and rotting cvars"
+
+set g_tmayhem_teams 2 "how many teams are in team mayhem (set by mapinfo)"
+set g_tmayhem_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+set g_tmayhem_teams_override 0 "how many teams are in team mayhem"
#include <common/gamemodes/gamemode/keepaway/_mod.inc>
#include <common/gamemodes/gamemode/keyhunt/_mod.inc>
#include <common/gamemodes/gamemode/lms/_mod.inc>
+#include <common/gamemodes/gamemode/mayhem/_mod.inc>
#include <common/gamemodes/gamemode/nexball/_mod.inc>
#include <common/gamemodes/gamemode/onslaught/_mod.inc>
#include <common/gamemodes/gamemode/race/_mod.inc>
#include <common/gamemodes/gamemode/tdm/_mod.inc>
+#include <common/gamemodes/gamemode/tmayhem/_mod.inc>
\ No newline at end of file
#include <common/gamemodes/gamemode/keepaway/_mod.qh>
#include <common/gamemodes/gamemode/keyhunt/_mod.qh>
#include <common/gamemodes/gamemode/lms/_mod.qh>
+#include <common/gamemodes/gamemode/mayhem/_mod.qh>
#include <common/gamemodes/gamemode/nexball/_mod.qh>
#include <common/gamemodes/gamemode/onslaught/_mod.qh>
#include <common/gamemodes/gamemode/race/_mod.qh>
#include <common/gamemodes/gamemode/tdm/_mod.qh>
+#include <common/gamemodes/gamemode/tmayhem/_mod.qh>
\ No newline at end of file
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/mayhem/mayhem.qc>
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/mayhem/sv_mayhem.qc>
+#endif
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/mayhem/mayhem.qh>
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/mayhem/sv_mayhem.qh>
+#endif
--- /dev/null
+#include "mayhem.qh"
--- /dev/null
+#pragma once
+
+#include <common/gamemodes/gamemode/deathmatch/deathmatch.qh>
+#include <common/gamemodes/gamemode/tdm/tdm.qh>
+#include <common/mapinfo.qh>
+
+CLASS(mayhem, Gametype)
+ INIT(mayhem)
+ {
+ this.gametype_init(this, _("Mayhem"),"mayhem","g_mayhem",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PREFERRED,"","timelimit=15 pointlimit=30 leadlimit=0",_("Compete for the most damage dealt and frags in this chaotic mayhem!"));
+ }
+ METHOD(mayhem, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ return true;
+ }
+ METHOD(mayhem, m_isForcedSupported, bool(Gametype this))
+ {
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags)){
+ return true;
+ }
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_TEAM_DEATHMATCH.m_flags)){
+ return true;
+ }
+ return false;
+ }
+ METHOD(mayhem, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
+ {
+ TC(Gametype, this);
+ returns(menu, _("Frag limit:"), 5, 100, 5, "g_mayhem_fraglimit", string_null, _("How many frags worth of score is needed before the match will end"));
+ }
+ ATTRIB(mayhem, m_legacydefaults, string, "30 20 0");
+ENDCLASS(mayhem)
+REGISTER_GAMETYPE(MAYHEM, NEW(mayhem));
--- /dev/null
+#include "sv_mayhem.qh"
+#include <common/scores.qh>
+
+float autocvar_g_mayhem_fraglimit;
+float autocvar_g_mayhem_visual_score_limit;
+float mayhempointmultiplier;
+
+bool autocvar_g_mayhem_regenerate;
+string autocvar_g_mayhem_weaponarena;
+bool autocvar_g_mayhem_powerups;
+bool autocvar_g_mayhem_selfdamage;
+int autocvar_g_mayhem_scoringmethod;
+float autocvar_g_mayhem_scoringmethod_1_damage_weight;
+float autocvar_g_mayhem_scoringmethod_1_frag_weight;
+bool autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score;
+bool autocvar_g_mayhem_pickup_items;
+bool autocvar_g_mayhem_pickup_items_remove_weapons_and_ammo;
+bool autocvar_g_mayhem_unlimited_ammo;
+
+float autocvar_g_mayhem_start_health = 200;
+float autocvar_g_mayhem_start_armor = 200;
+float autocvar_g_mayhem_start_ammo_shells = 60;
+float autocvar_g_mayhem_start_ammo_nails = 320;
+float autocvar_g_mayhem_start_ammo_rockets = 160;
+float autocvar_g_mayhem_start_ammo_cells = 180;
+float autocvar_g_mayhem_start_ammo_plasma = 180;
+float autocvar_g_mayhem_start_ammo_fuel = 0;
+
+.float total_damage_dealt;
+
+void mayhem_DelayedInit(entity this)
+{
+ return;
+}
+
+void mayhem_Initialize()
+{
+ if(autocvar_g_mayhem_visual_score_limit > 0 && autocvar_g_mayhem_fraglimit > 0)
+ mayhempointmultiplier = autocvar_g_mayhem_visual_score_limit / autocvar_g_mayhem_fraglimit;
+
+ GameRules_limit_score(autocvar_g_mayhem_visual_score_limit);
+
+ InitializeEntity(NULL, mayhem_DelayedInit, INITPRIO_GAMETYPE);
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, Scores_CountFragsRemaining)
+{
+ // announce remaining frags
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, SetStartItems)
+{
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
+ if(!cvar("g_use_ammunition") || autocvar_g_mayhem_unlimited_ammo)
+ start_items |= IT_UNLIMITED_AMMO;
+
+ start_health = warmup_start_health = autocvar_g_mayhem_start_health;
+ start_armorvalue = warmup_start_armorvalue = autocvar_g_mayhem_start_armor;
+ start_ammo_shells = warmup_start_ammo_shells = autocvar_g_mayhem_start_ammo_shells;
+ start_ammo_nails = warmup_start_ammo_nails = autocvar_g_mayhem_start_ammo_nails;
+ start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_mayhem_start_ammo_rockets;
+ start_ammo_cells = warmup_start_ammo_cells = autocvar_g_mayhem_start_ammo_cells;
+ start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_mayhem_start_ammo_plasma;
+ start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_mayhem_start_ammo_fuel;
+}
+
+//this hook also enables rotting, as players spawn with more hp and armor than what default rot limits are set to this is a bad idea as of now
+MUTATOR_HOOKFUNCTION(mayhem, PlayerRegen)
+{
+ if(autocvar_g_mayhem_regenerate)
+ return false;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, ForbidThrowCurrentWeapon)
+{
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, SetWeaponArena)
+{
+ if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+ M_ARGV(0, string) = autocvar_g_mayhem_weaponarena;
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, FilterItem)
+{
+ entity item = M_ARGV(0, entity);
+
+ //enable powerups if forced globally or global accepts gamemodes to have powerups according to their own settings
+ if (autocvar_g_powerups == 1 || (autocvar_g_powerups == -1 && autocvar_g_mayhem_powerups == 1)){
+ if (item.itemdef.instanceOfPowerup){
+ return false;
+ }
+ }
+ //disabled powerups if forced off globally or in this gamemode
+ if (autocvar_g_powerups == 0 || autocvar_g_mayhem_powerups == 0){
+ if (item.itemdef.instanceOfPowerup){
+ return true;
+ }
+ }
+ //remove all items if items are forced off globally
+ if (autocvar_g_pickup_items == 0){
+ return true;
+ }
+ //if items are switched on in this gamemode allow the removal of weapons and ammo still
+ if ((autocvar_g_mayhem_pickup_items == 1 && autocvar_g_mayhem_pickup_items_remove_weapons_and_ammo == 1) && autocvar_g_pickup_items <= 0){
+ if (item.itemdef.instanceOfAmmo || item.itemdef.instanceOfWeaponPickup){
+ return true;
+ }
+ }
+ //remove items if not globally set to follow mode's settings and locally set off
+ if (autocvar_g_pickup_items == -1 && autocvar_g_mayhem_pickup_items == 0){
+ return true;
+ }
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, Damage_Calculate)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+ float frag_damage = M_ARGV(4, float);
+
+ if ((autocvar_g_mayhem_selfdamage == 0 && frag_target == frag_attacker) || frag_deathtype == DEATH_FALL.m_id)
+ frag_damage = 0;
+
+ M_ARGV(4, float) = frag_damage;
+}
+
+void FFAMayhemCalculatePlayerScore(entity scorer){
+ switch (autocvar_g_mayhem_scoringmethod)
+ {
+ default:
+ case 1:
+ {
+ //calculate how much score the player should have based on their damage dealt and frags gotten and then add the missing score
+
+ //give a different weight for suicides if scoring method 1 doesn't have selfdamage2score enabled to harshly punish for suicides to avoid exploiting
+ float suicide_weight = 1 + (autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score * (1/autocvar_g_mayhem_scoringmethod_1_frag_weight));
+
+ //total damage divided by player start health&armor to get how many lives worth of damage they've dealt, then how much that is out of the fraglimit, then calculate new value affected by weight
+ float playerdamagescore = (((((scorer.total_damage_dealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_damage_weight) );
+ // * 100 to avoid float inaccuracy at that decimal level
+
+ //playerdamagescore rounded
+ float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
+
+ //kills minus suicides, total out of fraglimit, calculate weight
+ float playerkillscore = ((((PlayerScore_Get(scorer, SP_KILLS) - (PlayerScore_Get(scorer, SP_SUICIDES) * suicide_weight)) * 100) / autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_frag_weight);
+ // * 100 to avoid float inaccuracy at that decimal level
+
+ //only used for debug print, add killscore and damagescore together
+ float playerscore = (roundedplayerdamagescore + playerkillscore);
+
+ //add killscore and damagescore together to get total score and then adjust it to be total out of the visual score limit
+ float playerscorevisual = ((roundedplayerdamagescore + playerkillscore) * autocvar_g_mayhem_visual_score_limit);
+
+
+ //calculated how much score the player has and now calculate total of how much they are supposed to have
+ float scoretoadd = (playerscorevisual - (PlayerScore_Get(scorer, SP_SCORE) * 100));
+ // * 100 to avoid float inaccuracy at that decimal level
+
+ //adjust total score to be what the player is supposed to have
+ GameRules_scoring_add_team(scorer, SCORE, floor(scoretoadd / 100));
+ // / 100 to move back to the decimal level
+
+ if(0){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", scorer.total_damage_dealt), " scorer.total_damage_dealt \n");
+ print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
+ print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
+ print(sprintf("%f", playerkillscore), " playerkillscore \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_KILLS)), " PlayerScore_Get(scorer, SP_KILLS) \n");
+ print(sprintf("%f", playerscore), " playerscore \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
+ }
+ return;
+ }
+
+ case 2:
+ {
+ //calculate how much score the player should have based on their frags gotten and then add the missing score
+ float playerkillscore = (((PlayerScore_Get(scorer, SP_KILLS) - PlayerScore_Get(scorer, SP_SUICIDES)) * 100)/ autocvar_g_mayhem_fraglimit);
+ float playerscorevisual = (playerkillscore * autocvar_g_mayhem_visual_score_limit) / 100;
+ float scoretoadd = (playerscorevisual - PlayerScore_Get(scorer, SP_SCORE));
+ GameRules_scoring_add_team(scorer, SCORE, floor(scoretoadd));
+
+ if(0){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", playerkillscore), " playerkillscore \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_KILLS)), " PlayerScore_Get(scorer, SP_KILLS) \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
+ }
+ return;
+ }
+
+ case 3:
+ {
+ //calculate how much score the player should have based on their damage dealt and then add the missing score
+ float playerdamagescore = (((scorer.total_damage_dealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit);
+ float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
+ float playerscorevisual = (roundedplayerdamagescore * autocvar_g_mayhem_visual_score_limit);
+ float scoretoadd = (playerscorevisual - (PlayerScore_Get(scorer, SP_SCORE) * 100));
+ GameRules_scoring_add_team(scorer, SCORE, floor(scoretoadd / 100));
+
+ if(0){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", scorer.total_damage_dealt), " scorer.total_damage_dealt \n");
+ print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
+ print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
+ }
+ return;
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor)
+{
+ if (autocvar_g_mayhem_scoringmethod==2) return;
+
+ entity frag_target = M_ARGV(2, entity);
+
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage >= 1)return;
+
+ entity frag_attacker = M_ARGV(1, entity);
+ float frag_deathtype = M_ARGV(6, float);
+ float frag_damage = M_ARGV(7, float);
+ float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+ float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
+ float excess = max(0, frag_damage - damage_take - damage_save);
+ float total = frag_damage - excess;
+
+ if (total == 0) return;
+
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
+ total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
+
+ entity scorer = NULL; //entity which needs their score to be updated
+
+ if (IS_PLAYER(frag_attacker))
+ {
+ //non-friendly fire
+ if (frag_target != frag_attacker)
+ frag_attacker.total_damage_dealt += total;
+
+ //friendly fire aka self damage
+ if (frag_target == frag_attacker && !autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score)
+ frag_attacker.total_damage_dealt -= total;
+
+ scorer = frag_attacker;
+ }
+ else
+ {
+ //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
+ //deathtypes:
+ //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
+ //camp = campcheck, lava = lava, slime = slime
+ //team change / rebalance suicides are currently not included
+ if (!autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score && (
+ frag_deathtype == DEATH_KILL.m_id ||
+ frag_deathtype == DEATH_DROWN.m_id ||
+ frag_deathtype == DEATH_HURTTRIGGER.m_id ||
+ frag_deathtype == DEATH_CAMP.m_id ||
+ frag_deathtype == DEATH_LAVA.m_id ||
+ frag_deathtype == DEATH_SLIME.m_id ||
+ frag_deathtype == DEATH_SWAMP.m_id))
+ frag_target.total_damage_dealt -= total;
+
+ scorer = frag_target;
+ }
+
+ FFAMayhemCalculatePlayerScore(scorer);
+}
+
+MUTATOR_HOOKFUNCTION(mayhem, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ M_ARGV(2, float) = 0; //score to give for the frag directly
+
+ if (IS_PLAYER(frag_attacker)) FFAMayhemCalculatePlayerScore(frag_attacker);
+
+ return true;
+}
--- /dev/null
+#pragma once
+
+#include <common/mutators/base.qh>
+
+void mayhem_Initialize();
+
+REGISTER_MUTATOR(mayhem, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ mayhem_Initialize();
+ }
+ return 0;
+}
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/tmayhem/tmayhem.qc>
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/tmayhem/sv_tmayhem.qc>
+#endif
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/tmayhem/tmayhem.qh>
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/tmayhem/sv_tmayhem.qh>
+#endif
--- /dev/null
+#include "sv_tmayhem.qh"
+
+float autocvar_g_tmayhem_fraglimit;
+float autocvar_g_tmayhem_visual_score_limit;
+float autocvar_g_tmayhem_score_leadlimit;
+bool autocvar_g_tmayhem_team_spawns;
+float tmayhempointmultiplier;
+
+// TODO? rename to teammayhem? requires checking alias and other string lengths
+int autocvar_g_tmayhem_teams;
+int autocvar_g_tmayhem_teams_override;
+
+bool autocvar_g_tmayhem_regenerate;
+string autocvar_g_tmayhem_weaponarena;
+bool autocvar_g_tmayhem_powerups;
+bool autocvar_g_tmayhem_selfdamage;
+int autocvar_g_tmayhem_scoringmethod;
+float autocvar_g_tmayhem_scoringmethod_1_damage_weight;
+float autocvar_g_tmayhem_scoringmethod_1_frag_weight;
+bool autocvar_g_tmayhem_scoringmethod_1_disable_selfdamage2score;
+bool autocvar_g_tmayhem_pickup_items;
+bool autocvar_g_tmayhem_pickup_items_remove_weapons_and_ammo;
+bool autocvar_g_tmayhem_unlimited_ammo;
+
+float autocvar_g_tmayhem_start_health = 200;
+float autocvar_g_tmayhem_start_armor = 200;
+float autocvar_g_tmayhem_start_ammo_shells = 60;
+float autocvar_g_tmayhem_start_ammo_nails = 320;
+float autocvar_g_tmayhem_start_ammo_rockets = 160;
+float autocvar_g_tmayhem_start_ammo_cells = 180;
+float autocvar_g_tmayhem_start_ammo_plasma = 180;
+float autocvar_g_tmayhem_start_ammo_fuel = 0;
+
+.float total_damage_dealt;
+
+// code from here on is just to support maps that don't have team entities
+void tmayhem_SpawnTeam (string teamname, int teamcolor)
+{
+ entity this = new_pure(tmayhem_team);
+ this.netname = teamname;
+ this.cnt = teamcolor - 1;
+ this.team = teamcolor;
+ this.spawnfunc_checked = true;
+ //spawnfunc_tmayhem_team(this);
+}
+
+void tmayhem_DelayedInit(entity this)
+{
+ // if no teams are found, spawn defaults
+ if(find(NULL, classname, "tmayhem_team") == NULL)
+ {
+ LOG_TRACE("No \"tmayhem_team\" entities found on this map, creating them anyway.");
+
+ int numteams = autocvar_g_tmayhem_teams_override;
+ if(numteams < 2) { numteams = autocvar_g_tmayhem_teams; }
+
+ int teams = BITS(bound(2, numteams, 4));
+ if(teams & BIT(0))
+ tmayhem_SpawnTeam("Red", NUM_TEAM_1);
+ if(teams & BIT(1))
+ tmayhem_SpawnTeam("Blue", NUM_TEAM_2);
+ if(teams & BIT(2))
+ tmayhem_SpawnTeam("Yellow", NUM_TEAM_3);
+ if(teams & BIT(3))
+ tmayhem_SpawnTeam("Pink", NUM_TEAM_4);
+ }
+}
+
+void tmayhem_Initialize()
+{
+ if(autocvar_g_tmayhem_visual_score_limit != 0 && autocvar_g_tmayhem_fraglimit != 0)
+ tmayhempointmultiplier = autocvar_g_tmayhem_visual_score_limit / autocvar_g_tmayhem_fraglimit;
+
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_tmayhem_team_spawns);
+ GameRules_limit_score(autocvar_g_tmayhem_visual_score_limit);
+ GameRules_limit_lead(autocvar_g_tmayhem_score_leadlimit);
+
+ InitializeEntity(NULL, tmayhem_DelayedInit, INITPRIO_GAMETYPE);
+}
+// code up to here is just to support maps that don't have team entities
+
+MUTATOR_HOOKFUNCTION(tmayhem, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+{
+ M_ARGV(1, string) = "tmayhem_team";
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, Scores_CountFragsRemaining)
+{
+ // announce remaining frags
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, SetStartItems)
+{
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
+ if(!cvar("g_use_ammunition") || autocvar_g_tmayhem_unlimited_ammo)
+ start_items |= IT_UNLIMITED_AMMO;
+
+ start_health = warmup_start_health = autocvar_g_tmayhem_start_health;
+ start_armorvalue = warmup_start_armorvalue = autocvar_g_tmayhem_start_armor;
+ start_ammo_shells = warmup_start_ammo_shells = autocvar_g_tmayhem_start_ammo_shells;
+ start_ammo_nails = warmup_start_ammo_nails = autocvar_g_tmayhem_start_ammo_nails;
+ start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_tmayhem_start_ammo_rockets;
+ start_ammo_cells = warmup_start_ammo_cells = autocvar_g_tmayhem_start_ammo_cells;
+ start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_tmayhem_start_ammo_plasma;
+ start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_tmayhem_start_ammo_fuel;
+}
+
+//this hook also enables rotting, as players spawn with more hp and armor than what default rot limits are set to this is a bad idea as of now until PlayerRegen is changed
+MUTATOR_HOOKFUNCTION(tmayhem, PlayerRegen)
+{
+ if(autocvar_g_tmayhem_regenerate)
+ return false;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, ForbidThrowCurrentWeapon)
+{
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, SetWeaponArena)
+{
+ if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+ M_ARGV(0, string) = autocvar_g_tmayhem_weaponarena;
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, FilterItem)
+{
+ entity item = M_ARGV(0, entity);
+
+ //enable powerups if forced globally or global accepts gamemodes to have powerups according to their own settings
+ if (autocvar_g_powerups == 1 || (autocvar_g_powerups == -1 && autocvar_g_tmayhem_powerups == 1)){
+ if (item.itemdef.instanceOfPowerup){
+ return false;
+ }
+ }
+ //disabled powerups if forced off globally or in this gamemode
+ if (autocvar_g_powerups == 0 || autocvar_g_tmayhem_powerups == 0){
+ if (item.itemdef.instanceOfPowerup){
+ return true;
+ }
+ }
+ //remove all items if items are forced off globally
+ if (autocvar_g_pickup_items == 0){
+ return true;
+ }
+ //if items are switched on in this gamemode allow the removal of weapons and ammo still
+ if ((autocvar_g_tmayhem_pickup_items == 1 && autocvar_g_tmayhem_pickup_items_remove_weapons_and_ammo == 1) && autocvar_g_pickup_items <= 0){
+ if (item.itemdef.instanceOfAmmo || item.itemdef.instanceOfWeaponPickup){
+ return true;
+ }
+ }
+ //remove items if not globally set to follow mode's settings and locally set off
+ if (autocvar_g_pickup_items == -1 && autocvar_g_tmayhem_pickup_items == 0){
+ return true;
+ }
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, Damage_Calculate)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+ float frag_damage = M_ARGV(4, float);
+ float frag_mirrordamage = M_ARGV(5, float);
+
+ if (IS_PLAYER(frag_target)) //don't ever zero damage to non-players
+ if (!IS_DEAD(frag_target)) //enable anyone to gib corpses
+ if ((autocvar_g_tmayhem_selfdamage == 0 && frag_target == frag_attacker) || frag_deathtype == DEATH_FALL.m_id) //nullify self-damage if self-damage is disabled and always nullify splat
+ frag_damage = 0;
+
+ frag_mirrordamage = 0; //no mirror damaging
+
+ M_ARGV(4, float) = frag_damage;
+ M_ARGV(5, float) = frag_mirrordamage;
+}
+
+void TeamMayhemCalculatePlayerScore(entity scorer){
+ switch (autocvar_g_tmayhem_scoringmethod)
+ {
+ default:
+ case 1:
+ {
+ //calculate how much score the player should have based on their damage dealt and frags gotten and then add the missing score
+
+ //give a different weight for suicides if scoring method 1 doesn't have selfdamage2score enabled to harshly punish for suicides to avoid exploiting
+ float suicide_weight = 1 + (autocvar_g_tmayhem_scoringmethod_1_disable_selfdamage2score * (1/autocvar_g_tmayhem_scoringmethod_1_frag_weight));
+
+ //total damage divided by player start health&armor to get how many lives worth of damage they've dealt, then how much that is out of the fraglimit, then calculate new value affected by weight
+ float playerdamagescore = (((((scorer.total_damage_dealt/(start_health + start_armorvalue)) * 100)/autocvar_g_tmayhem_fraglimit) * autocvar_g_tmayhem_scoringmethod_1_damage_weight) );
+ // * 100 to avoid float inaccuracy at that decimal level
+
+ //playerdamagescore rounded
+ float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
+
+ //kills minus suicides, total out of fraglimit, calculate weight
+ float playerkillscore = ((((PlayerScore_Get(scorer, SP_KILLS) - (PlayerScore_Get(scorer, SP_SUICIDES) * suicide_weight)) * 100) / autocvar_g_tmayhem_fraglimit) * autocvar_g_tmayhem_scoringmethod_1_frag_weight);
+ // * 100 to avoid float inaccuracy at that decimal level
+
+ //only used for debug print, add killscore and damagescore together
+ float playerscore = (roundedplayerdamagescore + playerkillscore);
+
+ //add killscore and damagescore together to get total score and then adjust it to be total out of the visual score limit
+ float playerscorevisual = ((roundedplayerdamagescore + playerkillscore) * autocvar_g_tmayhem_visual_score_limit);
+
+
+ //calculated how much score the player has and now calculate total of how much they are supposed to have
+ float scoretoadd = (playerscorevisual - (PlayerScore_Get(scorer, SP_SCORE) * 100));
+ // * 100 to avoid float inaccuracy at that decimal level
+
+ //adjust total score to be what the player is supposed to have
+ GameRules_scoring_add_team(scorer, SCORE, floor(scoretoadd / 100));
+ // / 100 to move back to the decimal level
+
+ if(0){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", scorer.total_damage_dealt), " scorer.total_damage_dealt \n");
+ print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
+ print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
+ print(sprintf("%f", playerkillscore), " playerkillscore \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_KILLS)), " PlayerScore_Get(scorer, SP_KILLS) \n");
+ print(sprintf("%f", playerscore), " playerscore \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
+ }
+ return;
+ }
+
+ case 2:
+ {
+ //calculate how much score the player should have based on their frags gotten and then add the missing score
+ float playerkillscore = (((PlayerScore_Get(scorer, SP_KILLS) - PlayerScore_Get(scorer, SP_SUICIDES)) * 100)/ autocvar_g_tmayhem_fraglimit);
+ float playerscorevisual = (playerkillscore * autocvar_g_tmayhem_visual_score_limit) / 100;
+ float scoretoadd = (playerscorevisual - PlayerScore_Get(scorer, SP_SCORE));
+ GameRules_scoring_add_team(scorer, SCORE, floor(scoretoadd));
+
+ if(0){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", playerkillscore), " playerkillscore \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_KILLS)), " PlayerScore_Get(scorer, SP_KILLS) \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
+ }
+ return;
+ }
+
+ case 3:
+ {
+ //calculate how much score the player should have based on their damage dealt and then add the missing score
+ float playerdamagescore = (((scorer.total_damage_dealt/(start_health + start_armorvalue)) * 100)/autocvar_g_tmayhem_fraglimit);
+ float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
+ float playerscorevisual = (roundedplayerdamagescore * autocvar_g_tmayhem_visual_score_limit);
+ float scoretoadd = (playerscorevisual - (PlayerScore_Get(scorer, SP_SCORE) * 100));
+ GameRules_scoring_add_team(scorer, SCORE, floor(scoretoadd / 100));
+
+ if(0){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", scorer.total_damage_dealt), " scorer.total_damage_dealt \n");
+ print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
+ print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
+ }
+ return;
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, PlayerDamage_SplitHealthArmor)
+{
+ if (autocvar_g_tmayhem_scoringmethod==2) return;
+
+ entity frag_target = M_ARGV(2, entity);
+
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage >= 1)return;
+
+ entity frag_attacker = M_ARGV(1, entity);
+ float frag_deathtype = M_ARGV(6, float);
+ float frag_damage = M_ARGV(7, float);
+ float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+ float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
+ float excess = max(0, frag_damage - damage_take - damage_save);
+ float total = frag_damage - excess;
+
+ if (total == 0) return;
+
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
+ total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
+
+ entity scorer = NULL; //entity which needs their score to be updated
+
+ if (IS_PLAYER(frag_attacker))
+ {
+ //non-friendly fire
+ if (!SAME_TEAM(frag_target, frag_attacker))
+ frag_attacker.total_damage_dealt += total;
+
+ //friendly fire aka self damage
+ if (SAME_TEAM(frag_target, frag_attacker) || (frag_target == frag_attacker && !autocvar_g_tmayhem_scoringmethod_1_disable_selfdamage2score))
+ frag_attacker.total_damage_dealt -= total;
+
+ scorer = frag_attacker;
+ }
+ else
+ {
+ //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
+ //deathtypes:
+ //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
+ //camp = campcheck, lava = lava, slime = slime
+ //team change / rebalance suicides are currently not included
+ if (!autocvar_g_tmayhem_scoringmethod_1_disable_selfdamage2score && (
+ frag_deathtype == DEATH_KILL.m_id ||
+ frag_deathtype == DEATH_DROWN.m_id ||
+ frag_deathtype == DEATH_HURTTRIGGER.m_id ||
+ frag_deathtype == DEATH_CAMP.m_id ||
+ frag_deathtype == DEATH_LAVA.m_id ||
+ frag_deathtype == DEATH_SLIME.m_id ||
+ frag_deathtype == DEATH_SWAMP.m_id))
+ frag_target.total_damage_dealt -= total;
+
+ scorer = frag_target;
+ }
+
+ TeamMayhemCalculatePlayerScore(scorer);
+}
+
+MUTATOR_HOOKFUNCTION(tmayhem, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ M_ARGV(2, float) = 0; //score to give for the frag directly
+
+ if (IS_PLAYER(frag_attacker)) TeamMayhemCalculatePlayerScore(frag_attacker);
+
+ return true;
+}
--- /dev/null
+#pragma once
+
+#include <common/mutators/base.qh>
+
+void tmayhem_Initialize();
+
+REGISTER_MUTATOR(tmayhem, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ tmayhem_Initialize();
+ }
+ return 0;
+}
--- /dev/null
+#include "tmayhem.qh"
--- /dev/null
+#pragma once
+
+#include <common/gamemodes/gamemode/deathmatch/deathmatch.qh>
+#include <common/gamemodes/gamemode/tdm/tdm.qh>
+#include <common/mapinfo.qh>
+
+CLASS(tmayhem, Gametype)
+ INIT(tmayhem)
+ {
+ this.gametype_init(this, _("Team Mayhem"),"tmayhem","g_tmayhem",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PRIORITY,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Compete with your team for the most damage dealt and frags in this chaotic mayhem!"));
+ }
+ METHOD(tmayhem, m_parse_mapinfo, bool(string k, string v))
+ {
+ if (!k) {
+ cvar_set("g_tmayhem_teams", cvar_defstring("g_tmayhem_teams"));
+ return true;
+ }
+ switch (k) {
+ case "teams":
+ cvar_set("g_tmayhem_teams", v);
+ return true;
+ }
+ return false;
+ }
+ METHOD(tmayhem, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ return true;
+ }
+ METHOD(tmayhem, m_isForcedSupported, bool(Gametype this))
+ {
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags)){
+ return true;
+ }
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_TEAM_DEATHMATCH.m_flags)){
+ return true;
+ }
+ return false;
+ }
+ METHOD(tmayhem, m_setTeams, void(string sa))
+ {
+ cvar_set("g_tmayhem_teams", sa);
+ }
+ METHOD(tmayhem, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
+ {
+ TC(Gametype, this);
+ returns(menu, _("Frag limit:"), 5, 100, 5, "g_tmayhem_fraglimit", "g_tmayhem_teams_override", _("How many frags worth of score is needed before the match will end"));
+ }
+ ATTRIB(tmayhem, m_legacydefaults, string, "50 20 2 0");
+ENDCLASS(tmayhem)
+REGISTER_GAMETYPE(TEAM_MAYHEM, NEW(tmayhem));
+#define g_tmayhem IS_GAMETYPE(TEAM_MAYHEM)
GAMETYPE(MAPINFO_TYPE_CTF) \
GAMETYPE(MAPINFO_TYPE_CA) \
GAMETYPE(MAPINFO_TYPE_FREEZETAG) \
+ GAMETYPE(MAPINFO_TYPE_TEAM_MAYHEM) \
+ GAMETYPE(MAPINFO_TYPE_MAYHEM) \
GAMETYPE(MAPINFO_TYPE_KEEPAWAY) \
GAMETYPE(MAPINFO_TYPE_KEYHUNT) \
GAMETYPE(MAPINFO_TYPE_LMS) \
BADCVAR("g_keyhunt");
BADCVAR("g_keyhunt_teams");
BADCVAR("g_lms");
+ BADCVAR("g_mayhem");
BADCVAR("g_nexball");
BADCVAR("g_onslaught");
BADCVAR("g_race");
BADCVAR("g_tdm");
BADCVAR("g_tdm_on_dm_maps");
BADCVAR("g_tdm_teams");
+ BADCVAR("g_tmayhem");
+ BADCVAR("g_tmayhem_teams");
BADCVAR("g_vip");
BADCVAR("leadlimit");
BADCVAR("nextmap");
BADCVAR("g_spawn_alloweffects");
BADCVAR("g_tdm_point_leadlimit");
BADCVAR("g_tdm_point_limit");
+ BADCVAR("g_mayhem_fraglimit");
+ BADCVAR("g_tmayhem_fraglimit");
+ BADCVAR("g_mayhem_visual_score_limit");
+ BADCVAR("g_tmayhem_visual_score_limit");
+ BADCVAR("g_tmayhem_score_leadlimit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("leadlimit_override");
+ BADCVAR("g_mayhem_scoringmethod");
+ BADCVAR("g_mayhem_scoringmethod_damage_weight");
+ BADCVAR("g_mayhem_scoringmethod_frag_weight");
+ BADCVAR("g_tmayhem_scoringmethod");
+ BADCVAR("g_tmayhem_scoringmethod_damage_weight");
+ BADCVAR("g_tmayhem_scoringmethod_frag_weight");
BADCVAR("pausable");
BADCVAR("sv_announcer");
BADCVAR("sv_checkforpacketsduringsleep");
BADCVAR("g_keyhunt_point_limit");
BADCVAR("g_keyhunt_teams_override");
BADCVAR("g_lms_lives_override");
+ BADCVAR("g_mayhem_powerups");
BADCVAR("g_maplist");
BADCVAR("g_maxplayers");
BADCVAR("g_mirrordamage");
BADCVAR("g_start_delay");
BADCVAR("g_superspectate");
BADCVAR("g_tdm_teams_override");
+ BADCVAR("g_tmayhem_teams_override");
+ BADCVAR("g_tmayhem_powerups");
BADCVAR("g_warmup");
BADCVAR("g_weapon_stay"); BADPRESUFFIX("g_", "_weapon_stay");
BADCVAR("hostname");
BADCVAR("g_ca_weaponarena");
BADCVAR("g_freezetag_weaponarena");
BADCVAR("g_lms_weaponarena");
+ BADCVAR("g_mayhem_weaponarena");
+ BADCVAR("g_tmayhem_weaponarena");
BADCVAR("g_ctf_stalemate_time");
#undef BADPRESUFFIX