Added missing rewards logic for when Terrorists successfully plant a bomb
This commit is contained in:
parent
d1f4e6b690
commit
059cc72f3d
12 changed files with 159 additions and 153 deletions
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@ -32,10 +32,10 @@ void func_train::GoToTarget(void)
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}
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vector vecWorldPos;
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vecWorldPos[0] = absmin[0] + ( 0.5 * ( absmax[0] - absmin[0] ) );
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vecWorldPos[1] = absmin[1] + ( 0.5 * ( absmax[1] - absmin[1] ) );
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vecWorldPos[2] = absmin[2] + ( 0.5 * ( absmax[2] - absmin[2] ) );
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vecWorldPos[0] = absmin[0] + (0.5 * (absmax[0] - absmin[0]));
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vecWorldPos[1] = absmin[1] + (0.5 * (absmax[1] - absmin[1]));
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vecWorldPos[2] = absmin[2] + (0.5 * (absmax[2] - absmin[2]));
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vel_to_pos = (f.origin - vecWorldPos);
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flTravelTime = (vlen(vel_to_pos) / m_flSpeed);
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@ -65,7 +65,7 @@ void func_train::NextPath(void)
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m_strTarget = current_target.m_strTarget;
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velocity = [0,0,0];
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if (m_strTarget) {
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GoToTarget();
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}
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@ -89,9 +89,9 @@ void func_train::Find(void)
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print("^2func_train^7: Successfully found first target.\n");
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vector vecWorldPos;
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vecWorldPos[0] = absmin[0] + ( 0.5 * ( absmax[0] - absmin[0] ) );
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vecWorldPos[1] = absmin[1] + ( 0.5 * ( absmax[1] - absmin[1] ) );
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vecWorldPos[2] = absmin[2] + ( 0.5 * ( absmax[2] - absmin[2] ) );
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vecWorldPos[0] = absmin[0] + (0.5 * (absmax[0] - absmin[0]));
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vecWorldPos[1] = absmin[1] + (0.5 * (absmax[1] - absmin[1]));
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vecWorldPos[2] = absmin[2] + (0.5 * (absmax[2] - absmin[2]));
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vecWorldPos = f.origin - vecWorldPos;
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setorigin(this, vecWorldPos);
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@ -113,8 +113,8 @@ void func_train::Respawn(void)
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void func_train::func_train(void)
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{
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for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
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switch ( argv( i ) ) {
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "speed":
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m_flSpeed = stof(argv(i+1));
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break;
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@ -29,21 +29,21 @@ Buy ammo for the primary weapon you're equipped with
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*/
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void Ammo_BuyPrimary(void)
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{
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if ( !self.fSlotPrimary ) {
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if (!self.fSlotPrimary) {
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return;
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}
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int iRequiredAmmo = ( ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotPrimary ].iCaliberfld));
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float fNew = ceil( ( (float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize ) );
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for ( int i = 0; i < fNew; i++ ) {
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if ( self.fMoney - ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice < 0 ) {
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int iRequiredAmmo = (ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotPrimary ].iCaliberfld));
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float fNew = ceil(((float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize));
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for (int i = 0; i < fNew; i++) {
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if (self.fMoney - ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice < 0) {
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break;
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}
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Money_AddMoney( self, -ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice );
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sound( self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE );
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Money_AddMoney(self, -ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice);
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sound(self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE);
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self.(wptTable[ self.fSlotPrimary ].iCaliberfld) += ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize;
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if ( self.(wptTable[ self.fSlotPrimary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount ) {
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if (self.(wptTable[ self.fSlotPrimary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount) {
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self.(wptTable[ self.fSlotPrimary ].iCaliberfld) = ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount;
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}
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}
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@ -58,22 +58,22 @@ Buy ammo for the secondary weapon you're equipped with
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*/
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void Ammo_BuySecondary(void)
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{
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if ( !self.fSlotSecondary ) {
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if (!self.fSlotSecondary) {
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return;
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}
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int iRequiredAmmo = ( ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotSecondary ].iCaliberfld));
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float fNew = ceil( ( (float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize ) );
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int iRequiredAmmo = (ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotSecondary ].iCaliberfld));
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float fNew = ceil(((float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize));
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for ( int i = 0; i < fNew; i++ ) {
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if ( self.fMoney - ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice < 0 ) {
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for (int i = 0; i < fNew; i++) {
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if (self.fMoney - ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice < 0) {
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break;
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}
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Money_AddMoney( self, -ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice );
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sound( self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE );
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Money_AddMoney(self, -ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice);
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sound(self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE);
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self.(wptTable[ self.fSlotSecondary ].iCaliberfld) += ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize;
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if ( self.(wptTable[ self.fSlotSecondary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount ) {
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if (self.(wptTable[ self.fSlotSecondary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount) {
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self.(wptTable[ self.fSlotSecondary ].iCaliberfld) = ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount;
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}
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}
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@ -95,7 +95,7 @@ void Ammo_AutoFill(float fWeapon)
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void Ammo_Clear(void)
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{
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// Clear all the ammo stuff
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for ( int i = 0; i < CS_WEAPON_COUNT; i++ ) {
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for (int i = 0; i < CS_WEAPON_COUNT; i++) {
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self.(wptTable[ i ].iMagfld) = 0;
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self.(wptTable[ i ].iCaliberfld) = 0;
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}
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@ -114,13 +114,13 @@ CSEv_GamePlayerBuyAmmo_f
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Called from the client, checks if he can buy ammo and does if yes
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=================
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*/
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void CSEv_GamePlayerBuyAmmo_f( float fType )
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void CSEv_GamePlayerBuyAmmo_f(float fType)
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{
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if ( Rules_BuyingPossible() == FALSE ) {
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if (Rules_BuyingPossible() == FALSE) {
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return;
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}
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if ( fType == 0 ) {
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if (fType == 0) {
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Ammo_BuyPrimary();
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} else {
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Ammo_BuySecondary();
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@ -156,8 +156,8 @@ void armoury_entity::armoury_entity(void)
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return;
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}
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for (int i = 1; i < (tokenize( __fullspawndata ) - 1); i += 2) {
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switch ( argv( i ) ) {
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "count":
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m_iCount = stoi(argv(i + 1));
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break;
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@ -81,38 +81,38 @@ int iBombRadius; // For info_map_parameters
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int iHostagesRescued;
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int iBombPlanted;
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void Rules_RoundOver( int iTeamWon, int iMoneyReward, float fSilent );
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float Rules_BuyingPossible( void );
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void Timer_Begin( float fTime, float fMode);
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void Spawn_RespawnClient( float fTeam );
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void Spawn_CreateClient( float fTeam );
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void Spawn_MakeSpectator( void );
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void Client_SendEvent( entity eClient, float fEVType );
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void Rules_RoundOver(int iTeamWon, int iMoneyReward, float fSilent);
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float Rules_BuyingPossible(void);
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void Timer_Begin(float fTime, float fMode);
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void Spawn_RespawnClient(float fTeam);
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void Spawn_CreateClient(float fTeam);
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void Spawn_MakeSpectator(void);
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void Client_SendEvent(entity eClient, float fEVType);
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void Weapon_Draw( float fWeapon );
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void Weapon_SwitchBest( void );
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void Weapon_UpdateCurrents( void );
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void Weapon_DropWeapon( int iSlot );
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float Weapon_GetAnimType( float fWeapon );
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float Weapon_GetFireRate( float fWeapon );
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float Weapon_GetReloadTime( float fWeapon );
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void Weapon_Reload( float fWeapon );
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void Weapon_Draw(float fWeapon);
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void Weapon_SwitchBest(void);
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void Weapon_UpdateCurrents(void);
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void Weapon_DropWeapon(int iSlot);
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float Weapon_GetAnimType(float fWeapon);
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float Weapon_GetFireRate(float fWeapon);
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float Weapon_GetReloadTime(float fWeapon);
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void Weapon_Reload(float fWeapon);
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void BaseGun_AccuracyCalc( void );
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void BaseGun_Draw( void );
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float BaseGun_PrimaryFire( void );
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float BaseGun_Reload( void );
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void BaseGun_AccuracyCalc(void);
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void BaseGun_Draw(void);
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float BaseGun_PrimaryFire(void);
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float BaseGun_Reload(void);
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void Effect_CreateFlash(entity targ);
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void BaseMelee_Draw( void );
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int BaseMelee_Attack( void );
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void BaseMelee_Draw(void);
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int BaseMelee_Attack(void);
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void Ammo_AutoFill(float fWeapon);
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void Ammo_BuyPrimary(void);
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void Ammo_BuySecondary(void);
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void Animation_PlayerTop( float fFrame );
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void Animation_PlayerTopTemp( float fFrame, float fTime );
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void Animation_PlayerTop(float fFrame);
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void Animation_PlayerTopTemp(float fFrame, float fTime);
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void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor );
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void Damage_Apply(entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor);
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#define NULL __NULL__
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@ -15,7 +15,7 @@ class func_buyzone
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void func_buyzone::touch(void)
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{
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/* This will be cleared every frame inside SV_RunClientCommand */
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if((other.classname == "player" ) && (other.team == self.team)) {
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if((other.classname == "player") && (other.team == self.team)) {
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other.fInBuyZone = TRUE;
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}
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}
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@ -23,7 +23,7 @@ void func_buyzone::touch(void)
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void func_buyzone::func_buyzone(void)
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{
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if (autocvar_fcs_knifeonly == TRUE) {
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remove( self );
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remove(self);
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return;
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}
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@ -58,14 +58,14 @@ Game_CreateBuyZones
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Called by StartFrame if we somehow got no buy zones
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=================
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*/
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void Game_CreateBuyZones( void ) {
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void Game_CreateBuyZones(void) {
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entity a;
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if ( autocvar_fcs_knifeonly == TRUE ) {
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if (autocvar_fcs_knifeonly == TRUE) {
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return;
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}
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if ( iBuyRestriction == BUY_T || iBuyRestriction == BUY_BOTH ) {
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if (iBuyRestriction == BUY_T || iBuyRestriction == BUY_BOTH) {
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for (a = world; (a = find(a, classname, "info_player_deathmatch"));) {
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func_buyzone zone = spawn(func_buyzone);
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setorigin(zone, a.origin);
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@ -73,7 +73,7 @@ void Game_CreateBuyZones( void ) {
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}
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}
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if ( iBuyRestriction == BUY_CT || iBuyRestriction == BUY_BOTH ) {
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if (iBuyRestriction == BUY_CT || iBuyRestriction == BUY_BOTH) {
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for (a = world; (a = find(a, classname, "info_player_start"));) {
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func_buyzone zone = spawn(func_buyzone);
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setorigin(zone, a.origin);
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@ -24,7 +24,7 @@ void Escape_Touch(entity targ)
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self = targ;
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Spawn_MakeSpectator();
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self.classname = "player";
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forceinfokey( self, "*dead", "0" );
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forceinfokey(self, "*dead", "0");
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self.health = 0;
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Rules_CountPlayers();
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self = eOld;
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@ -62,10 +62,10 @@ void func_escapezone::func_escapezone(void)
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movetype = MOVETYPE_NONE;
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solid = SOLID_TRIGGER;
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if ( model ) {
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setmodel( self, model );
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if (model) {
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setmodel(self, model);
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} else {
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setsize( self, mins, maxs );
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setsize(self, mins, maxs);
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}
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model = 0;
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@ -14,7 +14,7 @@ class func_hostage_rescue
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void func_hostage_rescue::touch(void)
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{
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if ((other.classname == "player" ) && (other.team == TEAM_CT)) {
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if ((other.classname == "player") && (other.team == TEAM_CT)) {
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/* This will be cleared every frame inside SV_RunClientCommand */
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other.fInHostageZone = TRUE;
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} else if (other.classname == "hostage_entity") {
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@ -28,7 +28,10 @@ void func_hostage_rescue::touch(void)
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iHostagesRescued++;
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Money_AddMoney(hosty.m_eRescuer, 1000);
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Money_QueTeamReward(TEAM_CT, 800);
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/* In Hostage Rescue, all Counter-Terrorists receive an $850
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* bonus for every hostage they rescue, even if they lose the round. */
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Money_QueTeamReward(TEAM_CT, 850);
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CBaseEntity targa = (CBaseEntity)other;
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targa.Hide();
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@ -41,7 +44,7 @@ void func_hostage_rescue::touch(void)
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}
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}
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void func_hostage_rescue::func_hostage_rescue( void )
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void func_hostage_rescue::func_hostage_rescue(void)
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{
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angles = '0 0 0';
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movetype = MOVETYPE_NONE;
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@ -13,8 +13,8 @@ class info_map_parameters
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void info_map_parameters::info_map_parameters(void)
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{
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for (int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2) {
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switch ( argv( i ) ) {
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "bombradius":
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iBombRadius = stoi(argv(i + 1));
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#ifdef GS_DEVELOPER
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@ -41,7 +41,7 @@ void Game_ParseClientCommand(string sCommand)
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}
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// Players talk to players, spectators to spectators.
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if (self.health ) {
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if (self.health) {
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if (argv(0) == "say") {
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localcmd(sprintf("echo %s: %s\n", self.netname, argv(1)));
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SV_SendChat(self, argv(1), world, 0);
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@ -47,60 +47,60 @@ Rules_BuyingPossible
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Checks if it is possible for players to buy anything
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=================
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*/
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float Rules_BuyingPossible( void ) {
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if ( self.health <= 0 ) {
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float Rules_BuyingPossible(void) {
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if (self.health <= 0) {
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return FALSE;
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}
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if ( fGameState == GAME_ACTIVE ) {
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if ( ( ( autocvar_mp_roundtime * 60 ) - fGameTime ) > autocvar_mp_buytime ) {
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centerprint( self, sprintf( "%d seconds have passed...\nYou can't buy anything now!", autocvar_mp_buytime ) );
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if (fGameState == GAME_ACTIVE) {
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if (((autocvar_mp_roundtime * 60) - fGameTime) > autocvar_mp_buytime) {
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centerprint(self, sprintf("%d seconds have passed...\nYou can't buy anything now!", autocvar_mp_buytime));
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self.fAttackFinished = time + 1.0;
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return FALSE;
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}
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}
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if ( self.team == TEAM_VIP ) {
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centerprint( self, "You are the VIP...\nYou can't buy anything!\n" );
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if (self.team == TEAM_VIP) {
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centerprint(self, "You are the VIP...\nYou can't buy anything!\n");
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self.fAttackFinished = time + 1.0;
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return FALSE;
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}
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if ( iBuyRestriction == BUY_NEITHER ) {
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centerprint( self, "Sorry, you aren't meant\nto be buying anything.\n" );
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if (iBuyRestriction == BUY_NEITHER) {
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centerprint(self, "Sorry, you aren't meant\nto be buying anything.\n");
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self.fAttackFinished = time + 1.0;
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return FALSE;
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}
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if ( iBuyRestriction != BUY_BOTH ) {
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if ( iBuyRestriction == BUY_CT && self.team == TEAM_T ) {
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centerprint( self, "Terrorists aren't allowed to\nbuy anything on this map!\n" );
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if (iBuyRestriction != BUY_BOTH) {
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if (iBuyRestriction == BUY_CT && self.team == TEAM_T) {
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centerprint(self, "Terrorists aren't allowed to\nbuy anything on this map!\n");
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self.fAttackFinished = time + 1.0;
|
||||
return FALSE;
|
||||
} else if ( iBuyRestriction == BUY_T && self.team == TEAM_CT ) {
|
||||
centerprint( self, "CTs aren't allowed to buy\nanything on this map!\n" );
|
||||
} else if (iBuyRestriction == BUY_T && self.team == TEAM_CT) {
|
||||
centerprint(self, "CTs aren't allowed to buy\nanything on this map!\n");
|
||||
self.fAttackFinished = time + 1.0;
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( self.fInBuyZone == FALSE ) {
|
||||
if (self.fInBuyZone == FALSE) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void Rules_MakeBomber( void ) {
|
||||
Weapon_AddItem( WEAPON_C4BOMB );
|
||||
centerprint( self, "You have the bomb!\nFind the target zone or DROP\nthe bomb for another Terrorist." );
|
||||
void Rules_MakeBomber(void) {
|
||||
Weapon_AddItem(WEAPON_C4BOMB);
|
||||
centerprint(self, "You have the bomb!\nFind the target zone or DROP\nthe bomb for another Terrorist.");
|
||||
}
|
||||
|
||||
void Rules_MakeVIP( void ) {
|
||||
void Rules_MakeVIP(void) {
|
||||
self.team = TEAM_VIP;
|
||||
Spawn_RespawnClient( self.team );
|
||||
centerprint( self, "You are the VIP\nMake your way to the safety zones!" );
|
||||
forceinfokey( self, "*dead", "2" );
|
||||
Spawn_RespawnClient(self.team);
|
||||
centerprint(self, "You are the VIP\nMake your way to the safety zones!");
|
||||
forceinfokey(self, "*dead", "2");
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -110,23 +110,23 @@ Rules_Restart
|
|||
Loop through all ents and handle them
|
||||
=================
|
||||
*/
|
||||
void Rules_Restart( int iWipe ) {
|
||||
void Rules_Restart(int iWipe) {
|
||||
iHostagesRescued = 0;
|
||||
|
||||
entity eOld = self;
|
||||
|
||||
// Spawn/Respawn everyone at their team position and give them $$$
|
||||
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
|
||||
self = eFind;
|
||||
|
||||
if ( self.health > 0 && iWipe == FALSE ) {
|
||||
Spawn_RespawnClient( self.team );
|
||||
if (self.health > 0 && iWipe == FALSE) {
|
||||
Spawn_RespawnClient(self.team);
|
||||
} else {
|
||||
Spawn_MakeSpectator();
|
||||
Spawn_CreateClient( self.fCharModel );
|
||||
Spawn_CreateClient(self.fCharModel);
|
||||
}
|
||||
|
||||
if ( iWipe == FALSE ) {
|
||||
if (iWipe == FALSE) {
|
||||
Money_GiveTeamReward();
|
||||
} else {
|
||||
self.fMoney = 0;
|
||||
|
@ -135,25 +135,25 @@ void Rules_Restart( int iWipe ) {
|
|||
}
|
||||
|
||||
// Clear the corpses/items
|
||||
for ( entity eFind = world; ( eFind = find( eFind, classname, "remove_me" ) ); ) {
|
||||
remove( eFind );
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "remove_me"));) {
|
||||
remove(eFind);
|
||||
}
|
||||
|
||||
// Find the bombs. Destory them!
|
||||
for ( entity eFind = world; ( eFind = find( eFind, classname, "c4bomb" ) ); ) {
|
||||
remove( eFind );
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "c4bomb"));) {
|
||||
remove(eFind);
|
||||
}
|
||||
|
||||
// Select a random Terrorist for the bomb, if needed
|
||||
if ( iBombZones > 0 ) {
|
||||
int iRandomT = floor( random( 1, (float)iAlivePlayers_T + 1 ) );
|
||||
if (iBombZones > 0) {
|
||||
int iRandomT = floor(random(1, (float)iAlivePlayers_T + 1));
|
||||
int iPickT = 0;
|
||||
|
||||
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
|
||||
if ( eFind.team == TEAM_T ) {
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
|
||||
if (eFind.team == TEAM_T) {
|
||||
iPickT++;
|
||||
|
||||
if ( iPickT == iRandomT ) {
|
||||
if (iPickT == iRandomT) {
|
||||
self = eFind;
|
||||
Rules_MakeBomber();
|
||||
}
|
||||
|
@ -162,14 +162,14 @@ void Rules_Restart( int iWipe ) {
|
|||
}
|
||||
|
||||
// If there is a VIP, select a random CT to be it
|
||||
if ( iVIPZones > 0 ) {
|
||||
int iRandomCT = floor( random( 1, (float)iAlivePlayers_CT + 1 ) );
|
||||
if (iVIPZones > 0) {
|
||||
int iRandomCT = floor(random(1, (float)iAlivePlayers_CT + 1));
|
||||
int iPickCT = 0;
|
||||
|
||||
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
|
||||
if ( eFind.team == TEAM_CT ) {
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
|
||||
if (eFind.team == TEAM_CT) {
|
||||
iPickCT++;
|
||||
if ( iPickCT == iRandomCT ) {
|
||||
if (iPickCT == iRandomCT) {
|
||||
self = eFind;
|
||||
Rules_MakeVIP();
|
||||
}
|
||||
|
@ -186,7 +186,7 @@ void Rules_Restart( int iWipe ) {
|
|||
|
||||
self = eOld;
|
||||
|
||||
Timer_Begin( autocvar_mp_freezetime, GAME_FREEZE );
|
||||
Timer_Begin(autocvar_mp_freezetime, GAME_FREEZE);
|
||||
Money_ResetTeamReward();
|
||||
fDefuseProgress = 0;
|
||||
}
|
||||
|
@ -198,35 +198,38 @@ Rules_RoundOver
|
|||
This happens whenever an objective is complete or time is up
|
||||
=================
|
||||
*/
|
||||
void Rules_RoundOver( int iTeamWon, int iMoneyReward, float fSilent ) {
|
||||
void Rules_RoundOver(int iTeamWon, int iMoneyReward, float fSilent) {
|
||||
|
||||
if ( fGameState != GAME_ACTIVE ) {
|
||||
if (fGameState != GAME_ACTIVE) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( iTeamWon == TEAM_T ) {
|
||||
if ( fSilent == FALSE ) {
|
||||
Radio_BroadcastMessage( RADIO_TERWIN );
|
||||
|
||||
if (iTeamWon == TEAM_T) {
|
||||
if (fSilent == FALSE) {
|
||||
Radio_BroadcastMessage(RADIO_TERWIN);
|
||||
}
|
||||
iWon_T++;
|
||||
|
||||
Money_HandleRoundReward(TEAM_T);
|
||||
} else if ( iTeamWon == TEAM_CT ) {
|
||||
if ( fSilent == FALSE ) {
|
||||
Radio_BroadcastMessage( RADIO_CTWIN );
|
||||
} else if (iTeamWon == TEAM_CT) {
|
||||
if (fSilent == FALSE) {
|
||||
Radio_BroadcastMessage(RADIO_CTWIN);
|
||||
}
|
||||
iWon_CT++;
|
||||
|
||||
Money_HandleRoundReward(TEAM_CT);
|
||||
/* In Bomb Defusal, if Terrorists were able to plant the bomb
|
||||
* but lose the round, all Terrorists receive an $800 bonus. */
|
||||
if (iBombPlanted) {
|
||||
Money_QueTeamReward(TEAM_T, 800);
|
||||
}
|
||||
} else {
|
||||
if ( fSilent == FALSE ) {
|
||||
Radio_BroadcastMessage( RADIO_ROUNDDRAW );
|
||||
if (fSilent == FALSE) {
|
||||
Radio_BroadcastMessage(RADIO_ROUNDDRAW);
|
||||
}
|
||||
}
|
||||
|
||||
Money_QueTeamReward( iTeamWon, iMoneyReward );
|
||||
Timer_Begin( 5, GAME_END); // Round is over, 5 seconds til a new round starts
|
||||
|
||||
|
||||
Money_HandleRoundReward(iTeamWon);
|
||||
Money_QueTeamReward(iTeamWon, iMoneyReward);
|
||||
Timer_Begin(5, GAME_END); // Round is over, 5 seconds til a new round starts
|
||||
|
||||
iBombPlanted = 0;
|
||||
iRounds++;
|
||||
}
|
||||
|
@ -238,18 +241,18 @@ Rules_TimeOver
|
|||
Whenever mp_roundtime was being counted down to 0
|
||||
=================
|
||||
*/
|
||||
void Rules_TimeOver( void ) {
|
||||
if ( iVIPZones > 0 ) {
|
||||
Rules_RoundOver( TEAM_T, 3250, FALSE );
|
||||
} else if ( iBombZones > 0 ) {
|
||||
void Rules_TimeOver(void) {
|
||||
if (iVIPZones > 0) {
|
||||
Rules_RoundOver(TEAM_T, 3250, FALSE);
|
||||
} else if (iBombZones > 0) {
|
||||
/* In Bomb Defusal, all Counter-Terrorists receive $3250
|
||||
* if they won running down the time. */
|
||||
Rules_RoundOver( TEAM_CT, 3250, FALSE );
|
||||
} else if ( iHostagesMax > 0 ) {
|
||||
Rules_RoundOver(TEAM_CT, 3250, FALSE);
|
||||
} else if (iHostagesMax > 0) {
|
||||
// TODO: Broadcast_Print: Hostages have not been rescued!
|
||||
Rules_RoundOver( TEAM_T, 3250, FALSE );
|
||||
Rules_RoundOver(TEAM_T, 3250, FALSE);
|
||||
} else {
|
||||
Rules_RoundOver( 0, 0, FALSE );
|
||||
Rules_RoundOver(0, 0, FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -260,7 +263,7 @@ Rules_SwitchTeams
|
|||
Happens rarely
|
||||
=================
|
||||
*/
|
||||
void Rules_SwitchTeams( void ) {
|
||||
void Rules_SwitchTeams(void) {
|
||||
int iCTW, iTW;
|
||||
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
|
||||
|
@ -292,9 +295,9 @@ void Rules_CountPlayers(void)
|
|||
iAlivePlayers_T = 0;
|
||||
iAlivePlayers_CT = 0;
|
||||
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "player")); ) {
|
||||
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
|
||||
if (eFind.health > 0) {
|
||||
if ( eFind.team == TEAM_T) {
|
||||
if (eFind.team == TEAM_T) {
|
||||
iAlivePlayers_T++;
|
||||
} else if (eFind.team == TEAM_CT) {
|
||||
iAlivePlayers_CT++;
|
||||
|
@ -307,17 +310,17 @@ void Rules_CountPlayers(void)
|
|||
|
||||
void Rules_DeathCheck(void)
|
||||
{
|
||||
if ( ( iAlivePlayers_T == 0 ) && ( iAlivePlayers_CT == 0 ) ) {
|
||||
if ( iBombPlanted == TRUE ) {
|
||||
Rules_RoundOver( TEAM_T, 3600, FALSE );
|
||||
if ((iAlivePlayers_T == 0) && (iAlivePlayers_CT == 0)) {
|
||||
if (iBombPlanted == TRUE) {
|
||||
Rules_RoundOver(TEAM_T, 3600, FALSE);
|
||||
} else {
|
||||
Rules_RoundOver( FALSE, 0, FALSE );
|
||||
Rules_RoundOver(FALSE, 0, FALSE);
|
||||
}
|
||||
} else {
|
||||
int winner;
|
||||
if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 0 ) ) {
|
||||
if ((self.team == TEAM_T) && (iAlivePlayers_T == 0)) {
|
||||
winner = TEAM_CT;
|
||||
} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 0 ) ) {
|
||||
} else if ((self.team == TEAM_CT) && (iAlivePlayers_CT == 0)) {
|
||||
winner = TEAM_T;
|
||||
} else {
|
||||
return;
|
||||
|
@ -325,11 +328,11 @@ void Rules_DeathCheck(void)
|
|||
|
||||
if (iBombZones > 0) {
|
||||
/* In Bomb Defusal, the winning team receives $3250
|
||||
* if they won by eliminating the enemy team. */
|
||||
* if they won by eliminating the enemy team. */
|
||||
Rules_RoundOver(winner, 3250, FALSE);
|
||||
} else {
|
||||
/* In Hostage Rescue, the winning team receives $3600
|
||||
* if they won by eliminating the enemy team. */
|
||||
* if they won by eliminating the enemy team. */
|
||||
Rules_RoundOver(winner, 3600, FALSE);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ void Timer_Update(void)
|
|||
{
|
||||
static float fVoxTimer;
|
||||
|
||||
if ( cvar( "sv_playerslots" ) == 1 ) {
|
||||
if (cvar("sv_playerslots") == 1) {
|
||||
fGameTime = -1;
|
||||
return;
|
||||
}
|
||||
|
|
Binary file not shown.
Loading…
Reference in a new issue