return MUT_SPECCMD_CONTINUE;
}
-MUTATOR_HOOKFUNCTION(ca, HideTeamNagger)
-{
- return true; // doesn't work well with the whole spectator as player thing
-}
-
MUTATOR_HOOKFUNCTION(ca, SetWeaponArena)
{
if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
ClientKill_Silent(player, autocvar_g_cts_finish_kill_delay);
}
-MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
-{
- return true; // doesn't work so well (but isn't cts a teamless mode?)
-}
-
MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
{
entity player = M_ARGV(0, entity);
M_ARGV(1, string) = ret_string;
}
-MUTATOR_HOOKFUNCTION(rc, HideTeamNagger)
-{
- return true; // doesn't work so well
-}
-
MUTATOR_HOOKFUNCTION(rc, FixClientCvars)
{
entity player = M_ARGV(0, entity);
if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
sf |= BIT(4); // show spectators
if (autocvar_sv_teamnagger && teamplay && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
- if (!MUTATOR_CALLHOOK(HideTeamNagger, this)) // enable teamnagger
sf |= (autocvar_sv_teamnagger & 0x03) << 5; // BIT(5) | BIT(6)
WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
// This allows warmup to end with zero players to prevent complaints
// of server never changing map with legacy config (sv_autopause 0).
bool badteams = (teamplay && total_players && autocvar_sv_teamnagger)
- ? !MUTATOR_CALLHOOK(HideTeamNagger, NULL) && TeamBalance_SizeDifference(NULL) >= autocvar_sv_teamnagger
+ ? TeamBalance_SizeDifference(NULL) >= autocvar_sv_teamnagger
: false;
if (total_players < minplayers || badteams)
MUT_FUSREAC_TARG_INVALID // return this flag to make the function return false (invalid target)
};
-/** return true to hide the 'teamnumbers are imbalanced' message */
-#define EV_HideTeamNagger(i, o) \
- /** player */ i(entity, MUTATOR_ARGV_0_entity) \
- /**/
-MUTATOR_HOOKABLE(HideTeamNagger, EV_HideTeamNagger);
-
/** return true to show a waypoint while the item is spawning */
#define EV_Item_ScheduleRespawn(i, o) \
/** item */ i(entity, MUTATOR_ARGV_0_entity) \