// player survived the round
if(IS_PLAYER(it) && !IS_DEAD(it))
{
- if(autocvar_g_survival_reward_survival && timed_out && it.survival_status == SURV_STATUS_PREY)
+ 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 == SURV_STATUS_PREY)
- GameRules_scoring_add(it, SURV_SURVIVALS, 1);
- else if(it.survival_status == SURV_STATUS_HUNTER)
- GameRules_scoring_add(it, SURV_HUNTS, 1);
+ 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);
}
});
}
int survivor_count = 0, hunter_count = 0;
FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
{
- if(it.survival_status == SURV_STATUS_PREY)
+ if(it.survival_status == SV_STATUS_PREY)
survivor_count++;
- else if(it.survival_status == SURV_STATUS_HUNTER)
+ else if(it.survival_status == SV_STATUS_HUNTER)
hunter_count++;
});
if(survivor_count > 0 && hunter_count > 0)
if(IS_PLAYER(it) && !IS_DEAD(it))
{
++playercount;
- it.survival_status = SURV_STATUS_PREY;
+ 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!
if(total_hunters >= hunter_count)
break;
total_hunters++;
- it.survival_status = SURV_STATUS_HUNTER;
+ it.survival_status = SV_STATUS_HUNTER;
});
FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
{
- if(it.survival_status == SURV_STATUS_PREY)
+ if(it.survival_status == SV_STATUS_PREY)
Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
- else if(it.survival_status == SURV_STATUS_HUNTER)
+ 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());
void surv_Initialize() // run at the start of a match, initiates game mode
{
GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
- field(SP_SURV_SURVIVALS, "survivals", 0);
- field(SP_SURV_HUNTS, "hunts", SFL_SORT_PRIO_SECONDARY);
+ field(SP_SV_SURVIVALS, "survivals", 0);
+ field(SP_SV_HUNTS, "hunts", SFL_SORT_PRIO_SECONDARY);
});
allowed_to_spawn = true;
// Hook Functions
// ==============
-MUTATOR_HOOKFUNCTION(surv, ClientObituary)
+MUTATOR_HOOKFUNCTION(sv, ClientObituary)
{
// in survival, announcing a frag would tell everyone who the hunter is
entity frag_attacker = M_ARGV(1, entity);
M_ARGV(5, bool) = true; // anonymous attacker
}
-MUTATOR_HOOKFUNCTION(surv, PlayerPreThink)
+MUTATOR_HOOKFUNCTION(sv, PlayerPreThink)
{
entity player = M_ARGV(0, entity);
{
// 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 = SURV_COLOR_PREY;
- if(player.survival_status == SURV_STATUS_HUNTER && game_stopped)
- plcolor = SURV_COLOR_HUNTER;
+ int plcolor = SV_COLOR_PREY;
+ if(player.survival_status == SV_STATUS_HUNTER && game_stopped)
+ plcolor = SV_COLOR_HUNTER;
setcolor(player, plcolor);
}
}
-MUTATOR_HOOKFUNCTION(surv, PlayerSpawn)
+MUTATOR_HOOKFUNCTION(sv, PlayerSpawn)
{
entity player = M_ARGV(0, entity);
eliminatedPlayers.SendFlags |= 1;
}
-MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
+MUTATOR_HOOKFUNCTION(sv, ForbidSpawn)
{
entity player = M_ARGV(0, entity);
return false;
}
-MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
+MUTATOR_HOOKFUNCTION(sv, PutClientInServer)
{
entity player = M_ARGV(0, entity);
}
}
-MUTATOR_HOOKFUNCTION(surv, reset_map_players)
+MUTATOR_HOOKFUNCTION(sv, reset_map_players)
{
FOREACH_CLIENT(true, {
CS(it).killcount = 0;
return true;
}
-MUTATOR_HOOKFUNCTION(surv, reset_map_global)
+MUTATOR_HOOKFUNCTION(sv, reset_map_global)
{
allowed_to_spawn = true;
return true;
}
}
-MUTATOR_HOOKFUNCTION(surv, PlayerDies)
+MUTATOR_HOOKFUNCTION(sv, PlayerDies)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
return true;
}
-MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
+MUTATOR_HOOKFUNCTION(sv, ClientDisconnect)
{
entity player = M_ARGV(0, entity);
return true;
}
-MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
+MUTATOR_HOOKFUNCTION(sv, MakePlayerObserver)
{
entity player = M_ARGV(0, entity);
return true; // prevent team reset
}
-MUTATOR_HOOKFUNCTION(surv, Scores_CountFragsRemaining)
+MUTATOR_HOOKFUNCTION(sv, Scores_CountFragsRemaining)
{
// announce remaining frags?
return true;
}
-MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
+MUTATOR_HOOKFUNCTION(sv, GiveFragsForKill, CBC_ORDER_FIRST)
{
entity frag_attacker = M_ARGV(0, entity);
if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
return true;
}
-MUTATOR_HOOKFUNCTION(surv, AddPlayerScore)
+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(surv, CalculateRespawnTime)
+MUTATOR_HOOKFUNCTION(sv, CalculateRespawnTime)
{
// no respawn calculations needed, player is forced to spectate anyway
return true;
}
-MUTATOR_HOOKFUNCTION(surv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
+MUTATOR_HOOKFUNCTION(sv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
if (IS_PLAYER(it) || it.caplayer == 1)
return true;
}
-MUTATOR_HOOKFUNCTION(surv, ClientCommand_Spectate)
+MUTATOR_HOOKFUNCTION(sv, ClientCommand_Spectate)
{
entity player = M_ARGV(0, entity);
return MUT_SPECCMD_CONTINUE;
}
-MUTATOR_HOOKFUNCTION(surv, GetPlayerStatus)
+MUTATOR_HOOKFUNCTION(sv, GetPlayerStatus)
{
entity player = M_ARGV(0, entity);
return player.caplayer == 1;
}
-MUTATOR_HOOKFUNCTION(surv, BotShouldAttack)
+MUTATOR_HOOKFUNCTION(sv, BotShouldAttack)
{
entity bot = M_ARGV(0, entity);
entity targ = M_ARGV(1, entity);