+#include "gamemode_tdm.qh"
#ifndef GAMEMODE_TDM_H
#define GAMEMODE_TDM_H
int autocvar_g_tdm_point_limit;
int autocvar_g_tdm_point_leadlimit;
bool autocvar_g_tdm_team_spawns;
-void tdm_DelayedInit();
+void tdm_DelayedInit(entity this);
REGISTER_MUTATOR(tdm, false)
{
InitializeEntity(world, tdm_DelayedInit, INITPRIO_GAMETYPE);
ActivateTeamplay();
- SetLimits(autocvar_g_tdm_point_limit, autocvar_g_tdm_point_leadlimit, -1, -1);
+ SetLimits(autocvar_g_tdm_point_limit, autocvar_g_tdm_point_leadlimit, autocvar_timelimit_override, -1);
if (autocvar_g_tdm_team_spawns)
have_team_spawns = -1; // request team spawns
}
"cnt" Scoreboard color of the team (for example 4 is red and 13 is blue)... */
spawnfunc(tdm_team)
{
- if(!g_tdm || !self.cnt) { remove(self); return; }
+ if(!g_tdm || !this.cnt) { remove(this); return; }
- self.classname = "tdm_team";
- self.team = self.cnt + 1;
+ this.classname = "tdm_team";
+ this.team = this.cnt + 1;
}
// code from here on is just to support maps that don't have team entities
this.netname = teamname;
this.cnt = teamcolor;
this.spawnfunc_checked = true;
- WITH(entity, self, this, spawnfunc_tdm_team(this));
+ spawnfunc_tdm_team(this);
}
-void tdm_DelayedInit()
+void tdm_DelayedInit(entity this)
{
// if no teams are found, spawn defaults
if(find(world, classname, "tdm_team") == world)
{
- LOG_INFO("No \"tdm_team\" entities found on this map, creating them anyway.\n");
+ LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway.\n");
int numteams = min(4, autocvar_g_tdm_teams_override);
MUTATOR_HOOKFUNCTION(tdm, GetTeamCount, CBC_ORDER_EXCLUSIVE)
{
- ret_string = "tdm_team";
+ M_ARGV(1, string) = "tdm_team";
return true;
}