- Can now join teams from VGUI
- VGUI is now enabled completely - make sh_insanity respect 0 - set defaults for some cvars - make sh_respbreak work again - changeteam now works and uses VGUI
This commit is contained in:
parent
737e5664d4
commit
19c86f9807
4 changed files with 284 additions and 154 deletions
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@ -45,8 +45,6 @@ CMD_ChooseTeam(void)
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if (serverkeyfloat("sv_playerslots") <= 1)
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return;
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if (serverkeyfloat("teams") > 1)
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if (serverkeyfloat("teams") > 1)
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VGUI_ChooseTeam();
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}
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@ -16,20 +16,20 @@
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static VGUIWindow winChooseTeam;
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class TFTeamButton:VGUIButton
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class TeamButton:VGUIButton
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{
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void TFTeamButton(void);
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void TeamButton(void);
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virtual void OnMouseUp(void);
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};
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void
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TFTeamButton::TFTeamButton(void)
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TeamButton::TeamButton(void)
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{
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}
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void
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TFTeamButton::OnMouseUp(void)
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TeamButton::OnMouseUp(void)
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{
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int tag = GetTag();
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@ -74,6 +74,27 @@ VGUI_ChooseTeam(void)
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static VGUILabel lblMapName;
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static VGUILabel lblMapInfo;
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static void VGUI_AutoAssign(void) {
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sendevent("JoinAuto", "");
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winChooseTeam.Hide();
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}
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static void VGUI_JoinRed(void) {
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sendevent("JoinTeam", "f", 1);
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winChooseTeam.Hide();
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}
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static void VGUI_JoinBlue(void) {
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sendevent("JoinTeam", "f", 2);
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winChooseTeam.Hide();
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}
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static void VGUI_JoinSpectator(void) {
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sendevent("JoinSpectator", "");
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winChooseTeam.Hide();
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}
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if (!initialized) {
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vector btnpos = [40,80];
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@ -108,7 +129,7 @@ VGUI_ChooseTeam(void)
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btnTeamBlue.SetPos(btnpos);
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btnTeamBlue.SetSize('124 24');
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btnTeamBlue.SetKeyEquivalent("1");
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//btnAutoAssign.SetFunc(VGUI_AutoAssign);
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btnTeamBlue.SetFunc(VGUI_JoinBlue);
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btnpos[1] += 32;
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btnTeamRed = spawn(VGUIButton);
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@ -116,7 +137,7 @@ VGUI_ChooseTeam(void)
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btnTeamRed.SetPos(btnpos);
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btnTeamRed.SetSize('124 24');
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btnTeamRed.SetKeyEquivalent("2");
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//btnAutoAssign.SetFunc(VGUI_AutoAssign);
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btnTeamRed.SetFunc(VGUI_JoinRed);
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btnpos[1] += 32;
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btnAutoAssign = spawn(VGUIButton);
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@ -124,7 +145,7 @@ VGUI_ChooseTeam(void)
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btnAutoAssign.SetPos(btnpos);
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btnAutoAssign.SetSize('124 24');
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btnAutoAssign.SetKeyEquivalent("5");
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//btnAutoAssign.SetFunc(VGUI_AutoAssign);
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btnAutoAssign.SetFunc(VGUI_AutoAssign);
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btnpos[1] += 32;
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btnGoSpectator = spawn(VGUIButton);
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@ -132,7 +153,7 @@ VGUI_ChooseTeam(void)
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btnGoSpectator.SetPos(btnpos);
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btnGoSpectator.SetSize('124 24');
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btnGoSpectator.SetKeyEquivalent("6");
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//btnGoSpectator.SetFunc(VGUI_GoSpectator);
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btnGoSpectator.SetFunc(VGUI_JoinSpectator);
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g_uiDesktop.Add(winChooseTeam);
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winChooseTeam.Add(frmMapInfo);
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@ -32,6 +32,7 @@ class HLGameRules:CGameRules
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virtual void(NSClientPlayer) LevelChangeParms;
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virtual void(void) LevelNewParms;
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virtual void(void) FrameStart;
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virtual void(void) CheckRules;
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virtual bool(void) IsMultiplayer;
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virtual void(void) RestartRound;
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@ -53,6 +54,7 @@ class SHTeamRules:HLGameRules
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virtual void(void) RestartRound;
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerTeamSpawn;
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virtual bool(void) IsTeamplay;
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virtual void(void) AddTeam1Kill;
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virtual void(void) AddTeam2Kill;
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@ -129,6 +131,9 @@ typedef enum
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var shmode_e autocvar_sh_realistic = SHMODE_SLAUGHTER;
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var shmode_e g_chosen_mode;
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/* enable team changing */
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var int autocvar_sh_allowteamchange = 1;
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/* limit the amount of scientists that can spawn by default */
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var int autocvar_sh_scimax = 5;
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@ -140,6 +145,9 @@ var int autocvar_sh_scispeed = 40;
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/* enable scientist obituaries */
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var int autocvar_sh_announcescideath = 1;
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/* enable scientist scoreboard */
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var int autocvar_sh_announcescinum = 1;
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/* default kills required for insanity */
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var int autocvar_sh_insanity = 5;
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@ -41,109 +41,6 @@ HLGameRules::IsMultiplayer(void)
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return true;
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}
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void
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HLGameRules::PlayerDeath(NSClientPlayer pl)
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{
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player sh_pl = (player)pl;
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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if (g_dmg_eAttacker.netname)
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.netname);
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else
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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/* death-counter */
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pl.deaths++;
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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pl.Death();
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pl.takedamage = DAMAGE_NO;
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.gflags &= ~GF_EGONBEAM;
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pl.gflags &= ~GF_MADNESS;
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pl.poisonTimer.StopTimer();
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sh_pl.sh_insaneactive = 0.0f;
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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} else {
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FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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}
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}
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void
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HLGameRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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spot = Spawn_SelectRandom("info_player_deathmatch");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
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pl.activeweapon = WEAPON_GLOCK;
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pl.glock_mag = 18;
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pl.ammo_9mm = 44;
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Weapons_RefreshAmmo(pl);
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SHData_GetItems(pl);
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Client_FixAngle(pl, pl.angles);
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}
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void
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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@ -297,6 +194,9 @@ HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
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if (g_weapons[g_dmg_iWeapon].slot != 0)
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return;
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if (cvar("sh_insanity") == 0)
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return;
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/* if this is our first kill in a while, or in the timer... */
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if (pl.sh_insanecount == 0 || pl.sh_insanetime > time) {
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pl.sh_insanecount++;
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@ -325,39 +225,184 @@ HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
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void
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HLGameRules::FrameStart(void)
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{
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if (cvar("timelimit"))
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if (time >= (cvar("timelimit") * 60)) {
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IntermissionStart();
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}
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entity e;
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/* restock players every 2 minutes */
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if (m_flRestockTimer < time) {
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m_flRestockTimer = time + 120.0f;
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for (e = world; (e = find(e, ::classname, "player"));) {
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player pl = (player)e;
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/* Don't give spectators weapons */
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if (pl.IsFakeSpectator() == false && pl.IsRealSpectator() == false)
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SHData_GetItems(pl);
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}
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}
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if (autocvar(sh_respbreak, 1))
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if (m_flBreakRespawnTimer < time) {
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m_flBreakRespawnTimer = time + 120.0f;
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/* respawn breakables every 2 minutes */
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if (cvar("sh_respbreak") == 1) {
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if (m_flBreakRespawnTimer < time) {
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m_flBreakRespawnTimer = time + 120.0f;
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for (e = world; (e = find( e, ::classname, "func_breakable"));) {
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func_breakable br = (func_breakable)e;
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br.Respawn();
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}
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for (e = world; (e = find( e, ::classname, "func_pushable"));) {
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func_pushable pb = (func_pushable)e;
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pb.Respawn();
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}
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for (e = world; (e = find( e, ::classname, "env_shooter"));) {
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env_shooter sh = (env_shooter)e;
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sh.Respawn();
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for (e = world; (e = find( e, ::classname, "func_breakable"));) {
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func_breakable br = (func_breakable)e;
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br.Respawn();
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}
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for (e = world; (e = find( e, ::classname, "func_pushable"));) {
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func_pushable pb = (func_pushable)e;
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pb.Respawn();
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}
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for (e = world; (e = find( e, ::classname, "env_shooter"));) {
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env_shooter sh = (env_shooter)e;
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sh.Respawn();
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}
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}
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}
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}
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void
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HLGameRules::CheckRules(void)
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{
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/* last person who killed somebody has hit the limit */
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if (cvar("fraglimit"))
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if (g_dmg_eAttacker.frags >= cvar("fraglimit"))
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IntermissionStart();
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}
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void
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HLGameRules::PlayerDeath(NSClientPlayer pl)
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{
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player sh_pl = (player)pl;
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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WriteString(MSG_MULTICAST, (g_dmg_eAttacker.netname) ? g_dmg_eAttacker.netname : g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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Plugin_PlayerObituary(g_dmg_eAttacker, g_dmg_eTarget, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
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/* death-counter */
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pl.deaths++;
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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#ifdef VALVE
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/* explode all satchels */
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s_satchel_detonate((entity)pl);
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/* drop their posessions into a weaponbox item */
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weaponbox_spawn((player)pl);
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#endif
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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} else {
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FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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}
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/* now let's make the real client invisible */
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pl.Death();
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pl.SetTakedamage(DAMAGE_NO);
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.gflags &= ~GF_EGONBEAM;
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pl.gflags &= ~GF_MADNESS;
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pl.poisonTimer.StopTimer();
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sh_pl.sh_insaneactive = 0.0f;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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/* force respawn */
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pl.ScheduleThink(PutClientInServer, 4.0f);
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/* have we gone over the fraglimit? */
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CheckRules();
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}
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void
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HLGameRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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if (pl.team == 1) {
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spot = Spawn_SelectRandom("info_player_team1");
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} else if (pl.team == 2) {
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spot = Spawn_SelectRandom("info_player_team2");
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}
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if (!spot) {
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spot = Spawn_SelectRandom("info_player_deathmatch");
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}
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
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pl.activeweapon = WEAPON_GLOCK;
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pl.glock_mag = 18;
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pl.ammo_9mm = 44;
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Weapons_RefreshAmmo(pl);
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SHData_GetItems(pl);
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Client_FixAngle(pl, pl.angles);
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}
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void
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HLGameRules::InitPostEnts(void)
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{
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MOTD_LoadDefault();
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forceinfokey(world, "teams", "0");
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forceinfokey(world, "team_1", "");
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forceinfokey(world, "team_2", "");
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@ -381,7 +426,7 @@ HLGameRules::HLGameRules(void)
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* then set the default */
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cvar_set("sh_scispeed","40");
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/* just re-read this to prevent funny beahviour */
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/* just re-read this to prevent race conditions */
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readcmd(sprintf("exec maps/%s.cfg\n", mapname));
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/* always broadcast how many max scientists the server has set
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@ -401,37 +446,29 @@ SHTeamRules::IsTeamplay(void)
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}
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void
|
||||
SHTeamRules::PlayerSpawn(NSClientPlayer cl)
|
||||
SHTeamRules::PlayerSpawn(NSClientPlayer pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
|
||||
if (pl.team > 0) {
|
||||
super::PlayerSpawn(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
pl.MakeTempSpectator(); /* replace this with a non-spectator ghost */
|
||||
Spawn_ObserverCam(pl);
|
||||
}
|
||||
|
||||
void
|
||||
SHTeamRules::PlayerTeamSpawn(NSClientPlayer pl)
|
||||
{
|
||||
int red = 0;
|
||||
int blue = 0;
|
||||
|
||||
super::PlayerSpawn(cl);
|
||||
|
||||
/* remove this if you want an auto-balance upon every death */
|
||||
if (cl.team != 0)
|
||||
return;
|
||||
|
||||
/* auto-balance
|
||||
* TODO make this a command instead */
|
||||
for (entity e = world; (e = find( e, ::classname, "player"));) {
|
||||
if (e == cl)
|
||||
continue;
|
||||
if (e.team == 1)
|
||||
red++;
|
||||
if (e.team == 2)
|
||||
blue++;
|
||||
}
|
||||
|
||||
/* assign to whatever team has fewer players */
|
||||
if (red > blue)
|
||||
cl.team = 2;
|
||||
else
|
||||
cl.team = 1;
|
||||
|
||||
forceinfokey(cl, "*team", sprintf("%d", cl.team));
|
||||
super::PlayerSpawn(pl);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
SHTeamRules::ScientistKill(NSClientPlayer cl, entity sci)
|
||||
{
|
||||
|
@ -487,6 +524,8 @@ SHTeamRules::RegisterSciDeath(void)
|
|||
void
|
||||
SHTeamRules::InitPostEnts(void)
|
||||
{
|
||||
MOTD_LoadDefault();
|
||||
|
||||
forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
|
||||
forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
|
||||
forceinfokey(world, "teams", "2");
|
||||
|
@ -535,3 +574,67 @@ SHRules::SHRules(void)
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
CSEv_JoinAuto(void)
|
||||
{
|
||||
SHTeamRules rules = (SHTeamRules)g_grMode;
|
||||
player pl = (player)self;
|
||||
int red = 0;
|
||||
int blue = 0;
|
||||
|
||||
/* matches Game_InitRules() */
|
||||
if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* count for auto-balance */
|
||||
for (entity e = world; (e = find( e, ::classname, "player"));) {
|
||||
if (e == pl)
|
||||
continue;
|
||||
if (e.team == 1)
|
||||
red++;
|
||||
if (e.team == 2)
|
||||
blue++;
|
||||
}
|
||||
|
||||
/* assign to whatever team has fewer players */
|
||||
if (red > blue)
|
||||
pl.team = 2;
|
||||
else
|
||||
pl.team = 1;
|
||||
|
||||
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
||||
|
||||
rules.PlayerTeamSpawn(pl);
|
||||
}
|
||||
|
||||
void
|
||||
CSEv_JoinTeam_f(float teamNumber)
|
||||
{
|
||||
SHTeamRules rules = (SHTeamRules)g_grMode;
|
||||
player pl = (player)self;
|
||||
|
||||
/* matches Game_InitRules() */
|
||||
if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
|
||||
return;
|
||||
}
|
||||
|
||||
pl.team = teamNumber;
|
||||
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
||||
|
||||
rules.PlayerTeamSpawn(pl);
|
||||
}
|
||||
|
||||
void
|
||||
CSEv_JoinSpectator(void)
|
||||
{
|
||||
SHTeamRules rules = (SHTeamRules)g_grMode;
|
||||
player pl = (player)self;
|
||||
|
||||
pl.team = 0;
|
||||
|
||||
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
||||
|
||||
rules.PlayerSpawn(pl);
|
||||
}
|
Loading…
Reference in a new issue