]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc
Change the shortname of survival from surv to sv to better match other gamemodes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / survival / sv_survival.qc
index aa01fa2b602156a10bca01aa1b80afe794b46fcb..757044dbf2aaa93a59666950c44feca1e507d1fe 100644 (file)
@@ -33,12 +33,12 @@ void Surv_UpdateScores(bool timed_out)
                // 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);
                }
        });
 }
@@ -68,9 +68,9 @@ float Surv_CheckWinner()
        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)
@@ -119,7 +119,7 @@ void Surv_RoundStart()
                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!
@@ -132,14 +132,14 @@ void Surv_RoundStart()
                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());
@@ -190,8 +190,8 @@ bool surv_isEliminated(entity e)
 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;
@@ -205,7 +205,7 @@ void surv_Initialize() // run at the start of a match, initiates game mode
 // 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);
@@ -223,7 +223,7 @@ MUTATOR_HOOKFUNCTION(surv, ClientObituary)
        M_ARGV(5, bool) = true; // anonymous attacker
 }
 
-MUTATOR_HOOKFUNCTION(surv, PlayerPreThink)
+MUTATOR_HOOKFUNCTION(sv, PlayerPreThink)
 {
        entity player = M_ARGV(0, entity);
 
@@ -231,14 +231,14 @@ MUTATOR_HOOKFUNCTION(surv, PlayerPreThink)
        {
                // 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);
 
@@ -249,7 +249,7 @@ MUTATOR_HOOKFUNCTION(surv, PlayerSpawn)
                eliminatedPlayers.SendFlags |= 1;
 }
 
-MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
+MUTATOR_HOOKFUNCTION(sv, ForbidSpawn)
 {
        entity player = M_ARGV(0, entity);
 
@@ -261,7 +261,7 @@ MUTATOR_HOOKFUNCTION(surv, ForbidSpawn)
        return false;
 }
 
-MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
+MUTATOR_HOOKFUNCTION(sv, PutClientInServer)
 {
        entity player = M_ARGV(0, entity);
 
@@ -276,7 +276,7 @@ MUTATOR_HOOKFUNCTION(surv, PutClientInServer)
        }
 }
 
-MUTATOR_HOOKFUNCTION(surv, reset_map_players)
+MUTATOR_HOOKFUNCTION(sv, reset_map_players)
 {
        FOREACH_CLIENT(true, {
                CS(it).killcount = 0;
@@ -295,7 +295,7 @@ MUTATOR_HOOKFUNCTION(surv, reset_map_players)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(surv, reset_map_global)
+MUTATOR_HOOKFUNCTION(sv, reset_map_global)
 {
        allowed_to_spawn = true;
        return true;
@@ -326,7 +326,7 @@ void surv_LastPlayerForTeam_Notify(entity this)
        }
 }
 
-MUTATOR_HOOKFUNCTION(surv, PlayerDies)
+MUTATOR_HOOKFUNCTION(sv, PlayerDies)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
@@ -354,7 +354,7 @@ MUTATOR_HOOKFUNCTION(surv, PlayerDies)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
+MUTATOR_HOOKFUNCTION(sv, ClientDisconnect)
 {
        entity player = M_ARGV(0, entity);
 
@@ -363,7 +363,7 @@ MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
+MUTATOR_HOOKFUNCTION(sv, MakePlayerObserver)
 {
        entity player = M_ARGV(0, entity);
 
@@ -385,13 +385,13 @@ MUTATOR_HOOKFUNCTION(surv, MakePlayerObserver)
        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())
@@ -400,20 +400,20 @@ MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
        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)
@@ -423,7 +423,7 @@ MUTATOR_HOOKFUNCTION(surv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(surv, ClientCommand_Spectate)
+MUTATOR_HOOKFUNCTION(sv, ClientCommand_Spectate)
 {
        entity player = M_ARGV(0, entity);
 
@@ -438,14 +438,14 @@ MUTATOR_HOOKFUNCTION(surv, ClientCommand_Spectate)
        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);