ATTRIB(Gametype, model2, string);
/** game type description */
ATTRIB(Gametype, gametype_description, string);
+#ifdef CSQC
+ ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
+#endif
ATTRIB(Gametype, m_mutators, string);
METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
ENDCLASS(LastManStanding)
REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
+#ifdef CSQC
+void HUD_Mod_Race(vector pos, vector mySize);
+#endif
CLASS(Race, Gametype)
INIT(Race)
{
{
return true;
}
+#ifdef CSQC
+ ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
+#endif
ENDCLASS(Race)
REGISTER_GAMETYPE(RACE, NEW(Race));
#define g_race IS_GAMETYPE(RACE)
if(v == "target_startTimer")
MapInfo_Map_supportedGametypes |= this.m_flags;
}
+#ifdef CSQC
+ ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
+#endif
ENDCLASS(RaceCTS)
REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
#define g_cts IS_GAMETYPE(CTS)
REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
#define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
+#ifdef CSQC
+void HUD_Mod_CTF(vector pos, vector mySize);
+#endif
CLASS(CaptureTheFlag, Gametype)
INIT(CaptureTheFlag)
{
{
return true;
}
+#ifdef CSQC
+ ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
+#endif
ENDCLASS(CaptureTheFlag)
REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
#define g_ctf IS_GAMETYPE(CTF)
+#ifdef CSQC
+void HUD_Mod_CA(vector pos, vector mySize);
+#endif
CLASS(ClanArena, Gametype)
INIT(ClanArena)
{
}
return false;
}
+#ifdef CSQC
+ ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
+#endif
ENDCLASS(ClanArena)
REGISTER_GAMETYPE(CA, NEW(ClanArena));
#define g_ca IS_GAMETYPE(CA)
+#ifdef CSQC
+void HUD_Mod_Dom(vector pos, vector mySize);
+#endif
CLASS(Domination, Gametype)
INIT(Domination)
{
if(v == "dom_controlpoint")
MapInfo_Map_supportedGametypes |= this.m_flags;
}
+#ifdef CSQC
+ ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
+#endif
ENDCLASS(Domination)
REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
+#ifdef CSQC
+void HUD_Mod_KH(vector pos, vector mySize);
+#endif
CLASS(KeyHunt, Gametype)
INIT(KeyHunt)
{
}
return false;
}
+ METHOD(KeyHunt, m_modicons, void(vector pos, vector mySize))
+ {
+ #ifdef CSQC
+ HUD_Mod_KH(pos, mySize);
+ #endif
+ }
+#ifdef CSQC
+ ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
+#endif
ENDCLASS(KeyHunt)
REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
ENDCLASS(Onslaught)
REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
+#ifdef CSQC
+void HUD_Mod_NexBall(vector pos, vector mySize);
+#endif
CLASS(NexBall, Gametype)
INIT(NexBall)
{
{
return true;
}
+#ifdef CSQC
+ ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
+#endif
ENDCLASS(NexBall)
REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
#define g_nexball IS_GAMETYPE(NEXBALL)
}
return false;
}
+#ifdef CSQC
+ ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
+#endif
ENDCLASS(FreezeTag)
REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
#define g_freezetag IS_GAMETYPE(FREEZETAG)
+#ifdef CSQC
+void HUD_Mod_Keepaway(vector pos, vector mySize);
+#endif
CLASS(Keepaway, Gametype)
INIT(Keepaway)
{
this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
}
+#ifdef CSQC
+ ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
+#endif
ENDCLASS(Keepaway)
REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));