78 lines
2.1 KiB
C
Executable file
78 lines
2.1 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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TODO: This gamemode is odd about balancing, right now the last surviving terrorist
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will decide the match. Still have to think about what rules to set up.
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*/
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/*
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=================
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func_escapezone_touch
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=================
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*/
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void func_escapezone_touch( void ) {
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if ( ( other.classname == "player" ) && ( other.team == TEAM_T ) ) {
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entity eOld = self;
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self = other;
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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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self.health = 0;
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Rules_CountPlayers();
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self = eOld;
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if ( iAlivePlayers_T == 0 ) {
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Rules_RoundOver( TEAM_T, 2500, FALSE );
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}
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}
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}
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/*
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=================
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SPAWN: func_escapezone
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Entry function for the terrorist escape zone
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=================
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*/
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void func_escapezone( void ) {
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_TRIGGER;
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if ( self.model ) {
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setmodel( self, self.model );
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} else {
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setsize( self, self.mins, self.maxs );
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}
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self.model = 0;
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self.touch = func_escapezone_touch;
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iEscapeZones++;
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}
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