alias cl_hook_gamestart_ft
alias cl_hook_gamestart_inv
alias cl_hook_gamestart_duel
+alias cl_hook_gamestart_surv //LegendGuard adds survival client hook from Mario/survival 15-02-2021
alias cl_hook_gameend "rpn /cl_matchcount dup load 1 + =" // increase match count every time a game ends
alias cl_hook_shutdown
alias cl_hook_activeweapon
alias sv_hook_gamestart_ft
alias sv_hook_gamestart_inv
alias sv_hook_gamestart_duel
+alias sv_hook_gamestart_sv //LegendGuard adds survival hook from Mario/survival 15-02-2021
// there is currently no hook for when the match is restarted
// see sv_hook_readyrestart for previous uses of this hook
//alias sv_hook_gamerestart
alias sv_vote_gametype_hook_rc
alias sv_vote_gametype_hook_tdm
alias sv_vote_gametype_hook_duel
+alias sv_vote_gametype_hook_sv ////LegendGuard adds survival hook from Mario/survival 15-02-2021
// Example preset to allow 1v1ctf to be used for the gametype voting screen.
// Aliases can have max 31 chars so the gametype can have max 9 chars.
set g_duel_respawn_delay_max 0
set g_duel_respawn_waves 0
set g_duel_weapon_stay 0
+set g_sv_respawn_delay_small 0 ////LegendGuard adds survival cvars from Mario/survival 15-02-2021
+set g_sv_respawn_delay_small_count 0
+set g_sv_respawn_delay_large 0
+set g_sv_respawn_delay_large_count 0
+set g_sv_respawn_delay_max 0
+set g_sv_respawn_waves 0
+set g_sv_weapon_stay 0
// =========
//set g_duel_warmup 180 "Have a short warmup period before beginning the actual duel"
set g_duel_with_powerups 0 "Enable powerups to spawn in the duel gamemode"
set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in duel"
+
+//LegendGuard adds survival cvars from Mario/survival 15-02-2021
+// ==========
+// survival
+// ==========
+set g_survival 0 "Survival: identify and eliminate all the hunters before all your allies are gone"
+set g_survival_not_lms_maps 0 "when this is set, LMS maps will NOT be listed in survival"
+set g_survival_hunter_count 0.25 "number of players who will become hunters, set between 0 and 0.9 to use a multiplier of the current players, or 1 and above to specify an exact number of players"
+set g_survival_punish_teamkill 1 "kill the player when they kill an ally"
+set g_survival_reward_survival 1 "give a point to all surviving players if the round timelimit is reached, in addition to the points given for kills"
+set g_survival_warmup 10 "how long the players will have time to run around the map before the round starts"
+set g_survival_round_timelimit 180 "round time limit in seconds"
\ No newline at end of file
seta notification_INFO_SPECTATE_WARNING "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_SUPERSPEC_MISSING_UID "2" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_SUPERWEAPON_PICKUP "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+//LegendGuard adds survival notifications from Mario/survival 15-02-2021
+seta notification_INFO_SURVIVAL_HUNTER_WIN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+seta notification_INFO_SURVIVAL_SUVIVOR_WIN "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
+
seta notification_INFO_TEAMCHANGE_LARGERTEAM "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_TEAMCHANGE_NOTALLOWED "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_VERSION_BETA "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_CENTER_SUPERWEAPON_BROKEN "1" "0 = off, 1 = centerprint"
seta notification_CENTER_SUPERWEAPON_LOST "1" "0 = off, 1 = centerprint"
seta notification_CENTER_SUPERWEAPON_PICKUP "1" "0 = off, 1 = centerprint"
+//LegendGuard adds survival notification from Mario/survival 15-02-2021
+seta notification_CENTER_SURVIVAL_HUNTER "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_HUNTER_WIN "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_SURVIVOR "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_SURVIVAL_SURVIVOR_WIN "1" "0 = off, 1 = centerprint"
+
seta notification_CENTER_TEAMCHANGE_AUTO "1" "0 = off, 1 = centerprint"
seta notification_CENTER_TEAMCHANGE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_TEAMCHANGE_SPECTATE "1" "0 = off, 1 = centerprint"
{ WriteByte(chan, ent.activewepid); },
{ ent.activewepid = ReadByte(); })
+//LegendGuard adds ENTCS_PROP from Mario/survival 15-02-2021
+// gamemode specific player survival status (independent of score and frags)
+ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
+ { WriteShort(chan, ent.survival_status); },
+ { ent.survival_status = ReadShort(); })
+
+
#ifdef SVQC
int ENTCS_PUBLICMASK = 0;
#include <common/gamemodes/gamemode/nexball/_mod.inc>
#include <common/gamemodes/gamemode/onslaught/_mod.inc>
#include <common/gamemodes/gamemode/race/_mod.inc>
+#include <common/gamemodes/gamemode/survival/_mod.inc> //LegendGuard adds _mod.inc from Mario/survival 15-02-2021
#include <common/gamemodes/gamemode/tdm/_mod.inc>
#include <common/gamemodes/gamemode/nexball/_mod.qh>
#include <common/gamemodes/gamemode/onslaught/_mod.qh>
#include <common/gamemodes/gamemode/race/_mod.qh>
+#include <common/gamemodes/gamemode/survival/_mod.qh> //LegendGuard adds _mod.qh from Mario/survival 15-02-2021
#include <common/gamemodes/gamemode/tdm/_mod.qh>
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/survival/survival.qc>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/survival/cl_survival.qc>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/survival/sv_survival.qc>
+#endif
--- /dev/null
+// generated file; do not modify
+#include <common/gamemodes/gamemode/survival/survival.qh>
+#ifdef CSQC
+ #include <common/gamemodes/gamemode/survival/cl_survival.qh>
+#endif
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/survival/sv_survival.qh>
+#endif
--- /dev/null
+#include "cl_survival.qh"
+
+#include <client/draw.qh>
+#include <client/hud/panel/modicons.qh>
+
+void HUD_Mod_Survival(vector pos, vector mySize)
+{
+ mod_active = 1; // survival should always show the mod HUD
+
+ int mystatus = entcs_receiver(player_localnum).survival_status;
+ string player_text = "";
+ vector player_color = '1 1 1';
+ //string player_icon = "";
+ if(mystatus == SV_STATUS_HUNTER)
+ {
+ player_text = _("Hunter");
+ player_color = '1 0 0';
+ //player_icon = "player_red";
+ }
+ else if(mystatus == SV_STATUS_PREY)
+ {
+ player_text = _("Survivor");
+ player_color = '0 1 0';
+ //player_icon = "player_neutral";
+ }
+ else
+ {
+ // if the player has no valid status, don't draw anything
+ return;
+ }
+
+ string time_text = string_null;
+ vector timer_color = '1 1 1';
+ if(!STAT(GAME_STOPPED) && !warmup_stage && STAT(SURVIVAL_ROUNDTIMER) > 0)
+ {
+ float timeleft = max(0, STAT(SURVIVAL_ROUNDTIMER) - time);
+ timeleft = ceil(timeleft);
+ float minutesLeft = floor(timeleft / 60);
+ time_text = seconds_tostring(timeleft);
+ if(intermission_time || minutesLeft >= 5 || warmup_stage || STAT(SURVIVAL_ROUNDTIMER) == 0)
+ timer_color = '1 1 1'; //white
+ else if(minutesLeft >= 1)
+ timer_color = '1 1 0'; //yellow
+ else
+ timer_color = '1 0 0'; //red
+ }
+
+ //drawpic_aspect_skin(pos, player_icon, vec2(0.5 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ if(!time_text)
+ drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ else
+ {
+ drawstring_aspect(pos, player_text, vec2(0.5 * mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos + eX * (0.5 * mySize.x), time_text, vec2(0.5 * mySize.x, mySize.y), timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+}
+
+REGISTER_MUTATOR(cl_sv, true);
+
+MUTATOR_HOOKFUNCTION(cl_sv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
+{
+ if(!ISGAMETYPE(SURVIVAL))
+ return false;
+
+ entity player = M_ARGV(0, entity);
+ entity e = entcs_receiver(player.entnum - 1);
+ int surv_status = ((e) ? e.survival_status : 0);
+ int mystatus = entcs_receiver(player_localnum).survival_status;
+
+ int plcolor = SV_COLOR_PREY; // default to survivor
+ if((mystatus == SV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SV_STATUS_HUNTER)
+ plcolor = SV_COLOR_HUNTER;
+
+ player.colormap = 1024 + plcolor;
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(cl_sv, DrawScoreboard_Force)
+{
+ // show the scoreboard when the round ends, so players can see who the hunter was
+ return STAT(GAME_STOPPED);
+}
--- /dev/null
+#pragma once
+
+void HUD_Mod_Survival(vector pos, vector mySize);
--- /dev/null
+#include "survival.qh"
--- /dev/null
+#pragma once
+
+#include <common/gamemodes/gamemode/lms/lms.qh>
+#include <common/mapinfo.qh>
+
+#ifdef CSQC
+void HUD_Mod_Survival(vector pos, vector mySize);
+#endif
+CLASS(Survival, Gametype)
+ INIT(Survival)
+ {
+ this.gametype_init(this, _("Survival"),"sv","g_survival",GAMETYPE_FLAG_USEPOINTS,"","timelimit=30 pointlimit=20",_("Identify and eliminate all the hunters before all your allies are gone"));
+ }
+ METHOD(Survival, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ return true;
+ }
+ METHOD(Survival, m_isForcedSupported, bool(Gametype this))
+ {
+ if(!cvar("g_survival_not_lms_maps"))
+ {
+ // if this is unset, all LMS maps support Survival too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_LMS.m_flags))
+ return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+ }
+ return false;
+ }
+#ifdef CSQC
+ ATTRIB(Survival, m_modicons, void(vector pos, vector mySize), HUD_Mod_Survival);
+#endif
+ENDCLASS(Survival)
+REGISTER_GAMETYPE(SURVIVAL, NEW(Survival));
+
+#ifdef GAMEQC
+// shared state signalling the player's survival status
+.int survival_status;
+const int SV_STATUS_PREY = 1;
+const int SV_STATUS_HUNTER = 2;
+
+// hardcoded player colors for survival
+const int SV_COLOR_PREY = 51; // green
+const int SV_COLOR_HUNTER = 68; // red
+#endif
--- /dev/null
+#include "sv_survival.qh"
+
+float autocvar_g_survival_hunter_count = 0.25;
+float autocvar_g_survival_round_timelimit = 180;
+float autocvar_g_survival_warmup = 10;
+bool autocvar_g_survival_punish_teamkill = true;
+bool autocvar_g_survival_reward_survival = true;
+
+void surv_FakeTimeLimit(entity e, float t)
+{
+ if(!IS_REAL_CLIENT(e))
+ return;
+#if 0
+ msg_entity = e;
+ WriteByte(MSG_ONE, 3); // svc_updatestat
+ WriteByte(MSG_ONE, 236); // STAT_TIMELIMIT
+ if(t < 0)
+ WriteCoord(MSG_ONE, autocvar_timelimit);
+ else
+ WriteCoord(MSG_ONE, (t + 1) / 60);
+#else
+ STAT(SURVIVAL_ROUNDTIMER, e) = t;
+#endif
+}
+
+void nades_Clear(entity player);
+
+void Surv_UpdateScores(bool timed_out)
+{
+ // give players their hard-earned kills now that the round is over
+ FOREACH_CLIENT(true,
+ {
+ it.totalfrags += it.survival_validkills;
+ if(it.survival_validkills)
+ GameRules_scoring_add(it, SCORE, it.survival_validkills);
+ it.survival_validkills = 0;
+ // player survived the round
+ if(IS_PLAYER(it) && !IS_DEAD(it))
+ {
+ if(autocvar_g_survival_reward_survival && timed_out && it.survival_status == SV_STATUS_PREY)
+ GameRules_scoring_add(it, SCORE, 1); // reward survivors who make it to the end of the round time limit
+ if(it.survival_status == SV_STATUS_PREY)
+ GameRules_scoring_add(it, SV_SURVIVALS, 1);
+ else if(it.survival_status == SV_STATUS_HUNTER)
+ GameRules_scoring_add(it, SV_HUNTS, 1);
+ }
+ });
+}
+
+float Surv_CheckWinner()
+{
+ if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+ {
+ // if the match times out, survivors win too!
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it))
+ nades_Clear(it);
+ surv_FakeTimeLimit(it, -1);
+ });
+
+ Surv_UpdateScores(true);
+
+ allowed_to_spawn = false;
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+ return 1;
+ }
+
+ int survivor_count = 0, hunter_count = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SV_STATUS_PREY)
+ survivor_count++;
+ else if(it.survival_status == SV_STATUS_HUNTER)
+ hunter_count++;
+ });
+ if(survivor_count > 0 && hunter_count > 0)
+ {
+ return 0;
+ }
+
+ if(hunter_count > 0) // hunters win
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_HUNTER_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_HUNTER_WIN);
+ }
+ else if(survivor_count > 0) // survivors win
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR_WIN);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SURVIVAL_SURVIVOR_WIN);
+ }
+ else
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
+ }
+
+ Surv_UpdateScores(false);
+
+ allowed_to_spawn = false;
+ game_stopped = true;
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it))
+ nades_Clear(it);
+ surv_FakeTimeLimit(it, -1);
+ });
+
+ return 1;
+}
+
+void Surv_RoundStart()
+{
+ allowed_to_spawn = boolean(warmup_stage);
+ int playercount = 0;
+ FOREACH_CLIENT(true,
+ {
+ if(IS_PLAYER(it) && !IS_DEAD(it))
+ {
+ ++playercount;
+ it.survival_status = SV_STATUS_PREY;
+ }
+ else
+ it.survival_status = 0; // this is mostly a safety check; if a client manages to somehow maintain a survival status, clear it before the round starts!
+ it.survival_validkills = 0;
+ });
+ int hunter_count = bound(1, ((autocvar_g_survival_hunter_count >= 1) ? autocvar_g_survival_hunter_count : floor(playercount * autocvar_g_survival_hunter_count)), playercount - 1); // 20%, but ensure at least 1 and less than total
+ int total_hunters = 0;
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(total_hunters >= hunter_count)
+ break;
+ total_hunters++;
+ it.survival_status = SV_STATUS_HUNTER;
+ });
+
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SV_STATUS_PREY)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
+ else if(it.survival_status == SV_STATUS_HUNTER)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_HUNTER);
+
+ surv_FakeTimeLimit(it, round_handler_GetEndTime());
+ });
+}
+
+bool Surv_CheckPlayers()
+{
+ static int prev_missing_players;
+ allowed_to_spawn = true;
+ int playercount = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ ++playercount;
+ });
+ if (playercount >= 2)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return true;
+ }
+ if(playercount == 0)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return false;
+ }
+ // if we get here, only 1 player is missing
+ if(prev_missing_players != 1)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_PLAYERS, 1);
+ prev_missing_players = 1;
+ }
+ return false;
+}
+
+bool surv_isEliminated(entity e)
+{
+ if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
+ return true;
+ if(e.caplayer == 0.5)
+ return true;
+ return false;
+}
+
+void surv_Initialize() // run at the start of a match, initiates game mode
+{
+ GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
+ field(SP_SV_SURVIVALS, "survivals", 0);
+ field(SP_SV_HUNTS, "hunts", SFL_SORT_PRIO_SECONDARY);
+ });
+
+ allowed_to_spawn = true;
+ round_handler_Spawn(Surv_CheckPlayers, Surv_CheckWinner, Surv_RoundStart);
+ round_handler_Init(5, autocvar_g_survival_warmup, autocvar_g_survival_round_timelimit);
+ EliminatedPlayers_Init(surv_isEliminated);
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(sv, ClientObituary)
+{
+ // in survival, announcing a frag would tell everyone who the hunter is
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ if(IS_PLAYER(frag_attacker) && frag_attacker != frag_target)
+ {
+ float frag_deathtype = M_ARGV(3, float);
+ entity wep_ent = M_ARGV(4, entity);
+ // "team" kill, a point is awarded to the player by default so we must take it away plus an extra one
+ // unless the player is going to be punished for suicide, in which case just remove one
+ if(frag_attacker.survival_status == frag_target.survival_status)
+ GiveFrags(frag_attacker, frag_target, ((autocvar_g_survival_punish_teamkill) ? -1 : -2), frag_deathtype, wep_ent.weaponentity_fld);
+ }
+
+ M_ARGV(5, bool) = true; // anonymous attacker
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ if(IS_PLAYER(player) || player.caplayer)
+ {
+ // update the scoreboard colour display to out the real killer at the end of the round
+ // running this every frame to avoid cheats
+ int plcolor = SV_COLOR_PREY;
+ if(player.survival_status == SV_STATUS_HUNTER && game_stopped)
+ plcolor = SV_COLOR_HUNTER;
+ setcolor(player, plcolor);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ player.survival_status = 0;
+ player.survival_validkills = 0;
+ player.caplayer = 1;
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ForbidSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ // spectators / observers that weren't playing can join; they are
+ // immediately forced to observe in the PutClientInServer hook
+ // this way they are put in a team and can play in the next round
+ if (!allowed_to_spawn && player.caplayer)
+ return true;
+ return false;
+}
+
+MUTATOR_HOOKFUNCTION(sv, PutClientInServer)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
+ {
+ TRANSMUTE(Observer, player);
+ if (CS(player).jointime != time && !player.caplayer) // not when connecting
+ {
+ player.caplayer = 0.5;
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(sv, reset_map_players)
+{
+ FOREACH_CLIENT(true, {
+ CS(it).killcount = 0;
+ it.survival_status = 0;
+ surv_FakeTimeLimit(it, -1); // restore original timelimit
+ if (!it.caplayer && IS_BOT_CLIENT(it))
+ it.caplayer = 1;
+ if (it.caplayer)
+ {
+ TRANSMUTE(Player, it);
+ it.caplayer = 1;
+ PutClientInServer(it);
+ }
+ });
+ bot_relinkplayerlist();
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, reset_map_global)
+{
+ allowed_to_spawn = true;
+ return true;
+}
+
+entity surv_LastPlayerForTeam(entity this)
+{
+ entity last_pl = NULL;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
+ if (!IS_DEAD(it) && this.survival_status == it.survival_status)
+ {
+ if (!last_pl)
+ last_pl = it;
+ else
+ return NULL;
+ }
+ });
+ return last_pl;
+}
+
+void surv_LastPlayerForTeam_Notify(entity this)
+{
+ if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+ {
+ entity pl = surv_LastPlayerForTeam(this);
+ if (pl)
+ Send_Notification(NOTIF_ONE_ONLY, pl, MSG_CENTER, CENTER_ALONE);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(sv, PlayerDies)
+{
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_deathtype = M_ARGV(3, float);
+
+ surv_LastPlayerForTeam_Notify(frag_target);
+ if (!allowed_to_spawn)
+ {
+ frag_target.respawn_flags = RESPAWN_SILENT;
+ // prevent unwanted sudden rejoin as spectator and movement of spectator camera
+ frag_target.respawn_time = time + 2;
+ }
+ frag_target.respawn_flags |= RESPAWN_FORCE;
+ if (!warmup_stage)
+ {
+ eliminatedPlayers.SendFlags |= 1;
+ if (IS_BOT_CLIENT(frag_target))
+ bot_clear(frag_target);
+ }
+
+ // killed an ally! punishment is death
+ if(autocvar_g_survival_punish_teamkill && frag_attacker != frag_target && IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker.survival_status == frag_target.survival_status && !ITEM_DAMAGE_NEEDKILL(frag_deathtype))
+ if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted()) // don't autokill if the round hasn't
+ Damage(frag_attacker, frag_attacker, frag_attacker, 100000, DEATH_MIRRORDAMAGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, MakePlayerObserver)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ if (player.killindicator_teamchange == -2) // player wants to spectate
+ player.caplayer = 0;
+ if (player.caplayer)
+ player.frags = FRAGS_PLAYER_OUT_OF_GAME;
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
+ if (!player.caplayer)
+ {
+ player.survival_validkills = 0;
+ player.survival_status = 0;
+ surv_FakeTimeLimit(player, -1); // restore original timelimit
+ return false; // allow team reset
+ }
+ return true; // prevent team reset
+}
+
+MUTATOR_HOOKFUNCTION(sv, Scores_CountFragsRemaining)
+{
+ // announce remaining frags?
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ if(!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
+ frag_attacker.survival_validkills += M_ARGV(2, float);
+ M_ARGV(2, float) = 0; // score will be given to the winner when the round ends
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, AddPlayerScore)
+{
+ entity scorefield = M_ARGV(0, entity);
+ if(scorefield == SP_KILLS || scorefield == SP_DEATHS || scorefield == SP_SUICIDES || scorefield == SP_DMG || scorefield == SP_DMGTAKEN)
+ M_ARGV(1, float) = 0; // don't report that the player has killed or been killed, that would out them as a hunter!
+}
+
+MUTATOR_HOOKFUNCTION(sv, CalculateRespawnTime)
+{
+ // no respawn calculations needed, player is forced to spectate anyway
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
+{
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+ if (IS_PLAYER(it) || it.caplayer == 1)
+ ++M_ARGV(0, int);
+ ++M_ARGV(1, int);
+ });
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(sv, ClientCommand_Spectate)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (player.caplayer)
+ {
+ // they're going to spec, we can do other checks
+ if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
+ Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
+ return MUT_SPECCMD_FORCE;
+ }
+
+ return MUT_SPECCMD_CONTINUE;
+}
+
+MUTATOR_HOOKFUNCTION(sv, GetPlayerStatus)
+{
+ entity player = M_ARGV(0, entity);
+
+ return player.caplayer == 1;
+}
+
+MUTATOR_HOOKFUNCTION(sv, BotShouldAttack)
+{
+ entity bot = M_ARGV(0, entity);
+ entity targ = M_ARGV(1, entity);
+
+ if(targ.survival_status == bot.survival_status)
+ return true;
+}
--- /dev/null
+#pragma once
+
+#include <common/mutators/base.qh>
+#include <common/scores.qh>
+void surv_Initialize();
+
+REGISTER_MUTATOR(sv, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ surv_Initialize();
+ }
+ return false;
+}
+
+.int survival_validkills; // store the player's valid kills to be given at the end of the match (avoid exposing their score until then)
MSG_INFO_NOTIF(SPECTATE_WARNING, N_CONSOLE, 0, 1, "f1secs", "", "", _("^F2You have to become a player within the next %s, otherwise you will be kicked, because spectating isn't allowed at this time!"), "")
MSG_INFO_NOTIF(SUPERWEAPON_PICKUP, N_CONSOLE, 1, 0, "s1", "s1", "superweapons", _("^BG%s^K1 picked up a Superweapon"), "")
+//LegendGuard adds MSG_INFO_NOTIF from Mario/survival 15-02-2021
+ MSG_INFO_NOTIF(SURVIVAL_HUNTER_WIN, N_CONSOLE, 0, 0, "", "", "", _("^K1Hunters^BG win the round"), "")
+ MSG_INFO_NOTIF(SURVIVAL_SURVIVOR_WIN, N_CONSOLE, 0, 0, "", "", "", _("^F1Survivors^BG win the round"), "")
MSG_INFO_NOTIF(TEAMCHANGE_LARGERTEAM, N_CONSOLE, 0, 0, "", "", "", _("^BGYou cannot change to a larger team"), "")
MSG_INFO_NOTIF(TEAMCHANGE_NOTALLOWED, N_CONSOLE, 0, 0, "", "", "", _("^BGYou are not allowed to change teams"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_BROKEN, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Superweapons have broken down"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_LOST, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Superweapons have been lost"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_PICKUP, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2You now have a superweapon"), "")
+//LegendGuard adds MSG_CENTER_NOTIF from Mario/survival 15-02-2021
+ MSG_CENTER_NOTIF(SURVIVAL_HUNTER, N_ENABLE, 0, 0, "", CPID_SURVIVAL, "5 0", strcat(BOLD_OPERATOR, _("^BGYou are a ^K1hunter^BG! Eliminate the survivor(s) without raising suspicion!")), "")
+ MSG_CENTER_NOTIF(SURVIVAL_HUNTER_WIN, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^K1Hunters^BG win the round"), "")
+ MSG_CENTER_NOTIF(SURVIVAL_SURVIVOR, N_ENABLE, 0, 0, "", CPID_SURVIVAL, "5 0", strcat(BOLD_OPERATOR, _("^BGYou are a ^F1survivor^BG! Identify and eliminate the hunter(s)!")), "")
+ MSG_CENTER_NOTIF(SURVIVAL_SURVIVOR_WIN, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^F1Survivors^BG win the round"), "")
MULTITEAM_CENTER(TEAMCHANGE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing to ^TC^TT^K1 in ^COUNT"), "", NAME)
MSG_CENTER_NOTIF(TEAMCHANGE_AUTO, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing team in ^COUNT"), "")
LOG_WARNF("Get_Notif_TypeName(%d): Improper net type!", ORDINAL(net_type));
return "";
}
-
+//LegendGuard adds CASE(CPID, SURVIVAL) after RACE_FINISHLAP from Mario/survival 15-02-2021
ENUMCLASS(CPID)
CASE(CPID, ASSAULT_ROLE)
CASE(CPID, ROUND)
CASE(CPID, OVERTIME)
CASE(CPID, POWERUP)
CASE(CPID, RACE_FINISHLAP)
+ CASE(CPID, SURVIVAL)
CASE(CPID, TEAMCHANGE)
CASE(CPID, TIMEOUT)
CASE(CPID, TIMEIN)
REGISTER_SP(MEDAL_KILLSTREAK_05);
REGISTER_SP(MEDAL_KILLSTREAK_10);
REGISTER_SP(MEDAL_KILLSTREAK_15);
+
+REGISTER_SP(SV_SURVIVALS); //LegendGuard adds REGISTER_SP from Mario/survival 15-02-2021
+REGISTER_SP(SV_HUNTS);
#endif
REGISTER_STAT(VEIL_ORB_ALPHA, float)
REGISTER_STAT(ARMORIZING_ORB, float) //LegendGuard registers new STAT 11-02-2021
REGISTER_STAT(ARMORIZING_ORB_ALPHA, float)
+REGISTER_STAT(AMMUNITIONING_ORB, float) //LegendGuard registers new STAT 13-02-2021
+REGISTER_STAT(AMMUNITIONING_ORB_ALPHA, float)
REGISTER_STAT(DARK_ORB, float) //LegendGuard registers new STAT 08-02-2021
REGISTER_STAT(DARK_ORB_ALPHA, float)
#ifdef SVQC
SPECTATE_COPYFIELD(_STAT(GUNALIGN))
#endif
+
+REGISTER_STAT(SURVIVAL_ROUNDTIMER, float) //LegendGuard adds SURVIVAL_ROUNDTIMER from Mario/survival 15-02-2021
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
/* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
/* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
+ GAMETYPE(MAPINFO_TYPE_SURVIVAL) \
+ //LegendGuard adds GAMETYPE for menu from Mario/survival 15-02-2021
/**/
// hidden gametypes come last so indexing always works correctly