X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fgamemodes%2Fgamemode%2Fsurvival%2Fsv_survival.qc;h=757044dbf2aaa93a59666950c44feca1e507d1fe;hp=aa01fa2b602156a10bca01aa1b80afe794b46fcb;hb=c7870b6c5e2c46d7537b2b6dc7f3a8bca7bcef71;hpb=e9e8ea8c31113f019db2f9d36159ce7dbcc8d6b5 diff --git a/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc b/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc index aa01fa2b6..757044dbf 100644 --- a/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc +++ b/qcsrc/common/gamemodes/gamemode/survival/sv_survival.qc @@ -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);