]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_world.qc
Update badcvars for ctf changes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_world.qc
index 7c632c1e508bf185e6b5680d7723f96c55103f07..6efe273bd3c41c1ffd9918033fcf478397677a01 100644 (file)
@@ -295,9 +295,8 @@ void cvar_changes_init()
                BADCVAR("g_balance_kill_delay");
                BADCVAR("g_ca_point_leadlimit");
                BADCVAR("g_ctf_captimerecord_always");
-               BADCVAR("g_ctf_flag_capture_effects");
                BADCVAR("g_ctf_flag_glowtrails");
-               BADCVAR("g_ctf_flag_pickup_effects");
+               BADCVAR("g_ctf_flag_pickup_verbosename");
                BADCVAR("g_domination_point_leadlimit");
                BADCVAR("g_forced_respawn");
                BADCVAR("g_keyhunt_point_leadlimit");
@@ -348,7 +347,8 @@ void cvar_changes_init()
                BADCVAR("gametype");
                BADCVAR("g_antilag");
                BADCVAR("g_balance_teams");
-               BADCVAR("g_balance_teams_force");
+               BADCVAR("g_balance_teams_prevent_imbalance");
+               BADCVAR("g_balance_teams_scorefactor");
                BADCVAR("g_ban_sync_trusted_servers");
                BADCVAR("g_ban_sync_uri");
                BADCVAR("g_ctf_ignore_frags");
@@ -638,6 +638,8 @@ void spawnfunc_worldspawn (void)
 
        Map_MarkAsRecent(mapname);
 
+       PlayerStats_Init(); // we need this to be initiated before InitGameplayMode
+
        precache_model ("null"); // we need this one before InitGameplayMode
        InitGameplayMode();
        readlevelcvars();
@@ -911,8 +913,6 @@ void spawnfunc_worldspawn (void)
                cvar_set("sv_curl_serverpackages", substring(s, 1, -1));
        }
 
-       PlayerStats_Init();
-
        // MOD AUTHORS: change this, and possibly remove a few of the blocks below to ignore certain changes
        modname = "Xonotic";
        // physics/balance/config changes that count as mod
@@ -1979,7 +1979,8 @@ float WinningCondition_Scores(float limit, float leadlimit)
                        limitreached = (limitreached || leadlimitreached);
        }
 
-       game_completion_ratio = max(game_completion_ratio, bound(0, WinningConditionHelper_topscore / max(1, limit), 1));
+       if(limit)
+               game_completion_ratio = max(game_completion_ratio, bound(0, WinningConditionHelper_topscore / limit, 1));
 
        return GetWinningCode(
                WinningConditionHelper_topscore && limitreached,