float autocvar_sv_cheats;
float autocvar_g_bastet;
+float autocvar_teamplay;
var float autocvar_g_movement_highspeed = 1;
// But don't remove bots immediately on level change, as the real players
// usually haven't rejoined yet
bots_would_leave = FALSE;
- if (autocvar_teamplay && cvar("bot_vs_human") && (c3==-1 && c4==-1))
+ if (teams_matter && cvar("bot_vs_human") && (c3==-1 && c4==-1))
bots = min(ceil(fabs(cvar("bot_vs_human")) * activerealplayers), maxclients - realplayers);
else if ((realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5)))
{
if (mode_shirtmustmatchpants || shirt < 0)
shirt = pants;
setcolor(self, pants + shirt * 16);
- if (pants != old && old >= 0 && autocvar_teamplay && deathmatch)
+ if (pants != old && old >= 0 && teams_matter && deathmatch)
{
T_Damage(self, self, self, 0, 0, " changed teams", DT_TELEFRAG, self.origin, '0 0 0', Obituary_Generic);
self.frags = 0;
{
TDEATHLOOP(org)
{
- if not(autocvar_teamplay && cvar("g_telefrags_teamplay") && head.team == player.team)
+ if not(teams_matter && cvar("g_telefrags_teamplay") && head.team == player.team)
if(head.classname == "player")
if(head.health >= 1)
return 1;
{
if (player.classname == "player" && player.health >= 1)
{
- if not(autocvar_teamplay && cvar("g_telefrags_teamplay") && head.team == player.team)
+ if not(teams_matter && cvar("g_telefrags_teamplay") && head.team == player.team)
{
if(head.classname == "player")
if(head.health >= 1)
self.nextthink = time + self.ticrate;
// ONS uses somewhat backwards linking.
- if (autocvar_teamplay)
+ if (teams_matter)
{
if not (g_onslaught)
if (self.target)
if not (self.team)
self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
}
- else if not (autocvar_teamplay)
+ else if not (teams_matter)
self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
else if(g_onslaught && self.targetname)
{
if (clienttype(other) != CLIENTTYPE_REAL)
return;
- if(autocvar_teamplay)
+ if(teams_matter)
if(self.team)
if(self.team != other.team)
return;
self.colormod = self.tur_head.colormod = '0 0 0';
- if(autocvar_teamplay)
+ if(teams_matter)
if(self.team)
if(self.team != other.team)
return;
self.colormap = 1024;
self.tur_head.colormap = 1024;
- if not (autocvar_teamplay)
+ if not (teams_matter)
self.team = 0;
else
{
tracebox(self.origin + '0 0 100', spiderbot_MIN, spiderbot_MAX, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self.spiderbot_spawnpnt,trace_endpos);
- if(self.team && !autocvar_teamplay)
+ if(self.team && !teams_matter)
self.team = 0;
else
self.spiderbot_spawnpnt.team = self.team;
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if(autocvar_teamplay)
+ if(teams_matter)
{
switch(self.team)
{
// we support two kinds of tubas, those tuned in Eb and those tuned in C
// kind of tuba currently is player slot number, or team number if in
- // autocvar_teamplay
+ // teamplay
// that way, holes in the range of notes are "plugged"
if(teams_matter)
{