CLASS(Survival, Gametype)
INIT(Survival)
{
- this.gametype_init(this, _("Survival"),"surv","g_survival",false,true,"","timelimit=20 pointlimit=20",_("Identify and eliminate all the hunters before all your allies are gone"));
+ this.gametype_init(this, _("Survival"),"sv","g_survival",false,true,"","timelimit=20 pointlimit=20",_("Identify and eliminate all the hunters before all your allies are gone"));
}
METHOD(Survival, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
}
METHOD(Survival, m_isForcedSupported, bool(Gametype this))
{
- if(!cvar("g_survival_not_dm_maps"))
+ if(!cvar("g_survival_not_lms_maps"))
{
- // if this is set, all DM maps support Survival too
- if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
+ // if this is unset, all LMS maps support Survival too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_LMS.m_flags))
return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
}
return false;