Fixed bug in which switching entities in the game-logic caused pretty bad bugs Respawn fixes for hostage, ambient_generic and cylcer_sprite entities Fixed a bug in which func_door's would call the targets twice Added the missing spawnflag support for "Initially Dark" light entities
165 lines
3.9 KiB
C
165 lines
3.9 KiB
C
/*
|
|
OpenCS Project
|
|
Copyright (C) 2015 Marco "eukara" Hladik
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*/
|
|
|
|
enum {
|
|
BUY_BOTH,
|
|
BUY_CT,
|
|
BUY_T,
|
|
BUY_NEITHER
|
|
};
|
|
|
|
// Checks if it is possible for players to buy anything
|
|
float Rules_BuyingPossible( void ) {
|
|
if ( fGameState == GAME_ACTIVE ) {
|
|
if ( ( ( cvar( "mp_roundtime" ) * 60 ) - fGameTime ) > cvar( "mp_buytime" ) ) {
|
|
centerprint( self, sprintf( "%d seconds have passed...\nYou can't buy anything now!", cvar( "mp_buytime" ) ) );
|
|
self.fAttackFinished = time + 1.0;
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
if ( iBuyRestriction == BUY_NEITHER ) {
|
|
centerprint( self, "Sorry, you aren't meant to be buying anything.\n" );
|
|
self.fAttackFinished = time + 1.0;
|
|
return FALSE;
|
|
}
|
|
|
|
if ( iBuyRestriction != BUY_BOTH ) {
|
|
if ( iBuyRestriction == BUY_CT && self.team == TEAM_T ) {
|
|
centerprint( self, "Terrorists aren't allowed to buy anything!\n" );
|
|
self.fAttackFinished = time + 1.0;
|
|
return FALSE;
|
|
} else if ( iBuyRestriction == BUY_T && self.team == TEAM_CT ) {
|
|
centerprint( self, "Counter-Terrorists aren't allowed to buy anything!\n" );
|
|
self.fAttackFinished = time + 1.0;
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
// Loop through all players and respawn them
|
|
void Rules_Restart( void ) {
|
|
entity eFind = findchain( classname, "player" );
|
|
entity eOld = self;
|
|
|
|
while ( eFind ) {
|
|
|
|
self = eFind;
|
|
|
|
if ( self.health > 0 ) {
|
|
Spawn_RespawnClient( self.team );
|
|
} else {
|
|
Spawn_CreateClient( self.fCharModel );
|
|
}
|
|
|
|
eFind = eFind.chain;
|
|
}
|
|
|
|
self = eOld;
|
|
|
|
// Select a random Terrorist for the bomb thing
|
|
if ( iBombZones > 0 ) {
|
|
int iRandomT = ceil( random() * iAlivePlayers_T );
|
|
int iPicked = 0;
|
|
|
|
eFind = findchain( classname, "player" );
|
|
while ( eFind ) {
|
|
|
|
if ( eFind.classname == "player" && eFind.team == TEAM_T ) {
|
|
iPicked++;
|
|
|
|
if ( iPicked == iRandomT ) {
|
|
eOld = self;
|
|
self = eFind;
|
|
Weapon_AddItem( WEAPON_C4BOMB );
|
|
self = eOld;
|
|
}
|
|
}
|
|
|
|
|
|
eFind = eFind.chain;
|
|
}
|
|
}
|
|
|
|
// Respawn all the entities
|
|
eFind = findchainfloat( fRespawns , TRUE );
|
|
eOld = self;
|
|
while ( eFind ) {
|
|
|
|
self = eFind;
|
|
Entities_Respawn();
|
|
|
|
eFind = eFind.chain;
|
|
}
|
|
self = eOld;
|
|
|
|
Timer_Begin( cvar( "mp_freezetime" ), GAME_FREEZE );
|
|
}
|
|
|
|
// This can happen whenever an objective is complete or time is up
|
|
void Rules_RoundOver( int iTeamWon ) {
|
|
|
|
if ( fGameState != GAME_ACTIVE ) {
|
|
return;
|
|
}
|
|
|
|
if ( iTeamWon == TEAM_T ) {
|
|
Radio_BroadcastMessage( RADIO_TERWIN );
|
|
iWon_T++;
|
|
} else if ( iTeamWon == TEAM_CT ) {
|
|
Radio_BroadcastMessage( RADIO_CTWIN );
|
|
iWon_CT++;
|
|
} else {
|
|
Radio_BroadcastMessage( RADIO_ROUNDDRAW );
|
|
}
|
|
|
|
Timer_Begin( 5, GAME_END); // Round is over, 5 seconds til a new round starts
|
|
}
|
|
|
|
// Whenever mp_roundtime was being counted down to 0
|
|
void Rules_TimeOver( void ) {
|
|
if ( iBombZones > 0 ) {
|
|
Rules_RoundOver( TEAM_CT );
|
|
} else if ( iHostagesMax > 0 ) {
|
|
// TODO: Broadcast_Print: Hostages have not been rescued!
|
|
Rules_RoundOver( TEAM_T );
|
|
} else {
|
|
Rules_RoundOver( 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
SPAWN: info_map_parameters
|
|
|
|
Let's map authors decide who can buy stuff and who CAN'T.
|
|
Also allows people to set the bomb placing radius incase you want to use info_bomb_target.
|
|
=================
|
|
*/
|
|
.float buying;
|
|
void info_map_parameters( void ) {
|
|
if ( !self.buying ) {
|
|
self.buying = BUY_BOTH;
|
|
} else {
|
|
iBuyRestriction = self.buying;
|
|
}
|
|
}
|