void vehicles_enter(entity pl, entity veh)
{
- // Remove this when bots know how to use vehicles
+ // Remove this when bots know how to use vehicles
if((IS_BOT_CLIENT(pl) && !autocvar_g_vehicles_allow_bots))
return;
else
this.nextthink = time + game_starttime;
- if(!MUTATOR_CALLHOOK(VehicleInit, this))
+ if(MUTATOR_CALLHOOK(VehicleInit, this))
return false;
return true;
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_forceplayermodels", _("Force player models to mine")));
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_forceplayercolors", _("Force player colors to mine")));
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Force player colors to mine")));
+ me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_forceplayercolors"));
+ e.addValue(e, _("Never"), "0");
+ e.addValue(e, _("In non teamplay modes only"), "1");
+ e.addValue(e, _("Always"), "2");
+ e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Body fading:")));
me.TD(me, 1, 2, e = makeXonoticSlider(0, 2, 0.2, "cl_deathglow"));
/**
* called when a vehicle initializes
- * return false to remove the vehicle
+ * return true to remove the vehicle
*/
#define EV_VehicleInit(i, o) \
/** vehicle */ i(entity, MUTATOR_ARGV_0_entity) \
// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearreturn(entity veh);
-void vehicles_spawn(entity this);
void assault_new_round(entity this)
{
//bprint("ASSAULT: new round\n");
{
entity veh = M_ARGV(0, entity);
- if(veh.active != ACTIVE_NOT)
- veh.nextthink = time + 0.5;
- return true;
+ veh.nextthink = time + 0.5;
}
MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)