// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterTurrets);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
-
- // freeze attacks
- addstat(STAT_FROZEN, AS_INT, frozen);
- addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
// g_movementspeed hack
addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
// secrets
addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);
addstat(STAT_SECRETS_FOUND, AS_FLOAT, stat_secrets_found);
-
+
// monsters
addstat(STAT_MONSTERS_TOTAL, AS_FLOAT, stat_monsters_total);
addstat(STAT_MONSTERS_KILLED, AS_FLOAT, stat_monsters_killed);
if(WinningConditionHelper_zeroisworst)
leadlimit = 0; // not supported in this mode
- if(g_dm || g_tdm || g_ca || (g_race && !g_race_qualifying) || g_nexball)
+ if(g_dm || g_tdm || g_ca || g_freezetag || (g_race && !g_race_qualifying) || g_nexball)
// these modes always score in increments of 1, thus this makes sense
{
if(leaderfrags != WinningConditionHelper_topscore)