alias cl_hook_gamestart_ft
alias cl_hook_gamestart_inv
alias cl_hook_gamestart_duel
+alias cl_hook_gamestart_surv
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_surv
// 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_surv
// 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_surv_respawn_delay_small 0
+set g_surv_respawn_delay_small_count 0
+set g_surv_respawn_delay_large 0
+set g_surv_respawn_delay_large_count 0
+set g_surv_respawn_delay_max 0
+set g_surv_respawn_waves 0
+set g_surv_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"
+
+// ==========
+// survival
+// ==========
+set g_survival 0 "Survival: identify and eliminate all the hunters before all your allies are gone"
+set g_survival_not_dm_maps 0 "when this is set, DM 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"
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)"
+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"
+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"
}
void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
{
+ int cm = this.forceplayermodels_savecolormap;
+ cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
+
if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
goto skipforcemodels;
// apply it
bool isfriend;
- int cm;
- cm = this.forceplayermodels_savecolormap;
- cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
if(teamplay)
isfriend = (cm == 1024 + 17 * myteam);
this.skin = this.forceplayermodels_saveskin;
}
+ LABEL(skipforcemodels)
+
+ if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
+ goto skipforcecolors;
+
// forceplayercolors too
if(teamplay)
{
this.colormap = player_localnum + 1;
}
- LABEL(skipforcemodels)
+ LABEL(skipforcecolors)
if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
{
// e.g. -teams,rc,cts,lms/kills ?+rc/kills
#define SCOREBOARD_DEFAULT_COLUMNS \
"ping pl fps name |" \
-" -teams,rc,cts,inv,lms/kills +ft,tdm/kills ?+rc,inv/kills" \
-" -teams,lms/deaths +ft,tdm/deaths" \
+" -teams,rc,cts,inv,lms,surv/kills +ft,tdm/kills ?+rc,inv/kills" \
+" -teams,lms,surv/deaths +ft,tdm/deaths" \
" +tdm/sum" \
-" -teams,lms,rc,cts,inv,ka/suicides +ft,tdm/suicides ?+rc,inv/suicides" \
-" -cts,dm,tdm,ka,ft/frags" /* tdm already has this in "score" */ \
+" -teams,lms,rc,cts,inv,ka,surv/suicides +ft,tdm/suicides ?+rc,inv/suicides" \
+" -cts,dm,tdm,ka,ft,surv/frags" /* tdm already has this in "score" */ \
" +tdm,ft,dom,ons,as/teamkills"\
-" -rc,cts,nb/dmg -rc,cts,nb/dmgtaken" \
+" -rc,cts,nb,surv/dmg -rc,cts,nb,surv/dmgtaken" \
" +ctf/pickups +ctf/fckills +ctf/returns +ctf/caps +ons/takes +ons/caps" \
" +lms/lives +lms/rank" \
" +kh/kckills +kh/losses +kh/caps" \
/** Called when updating the view's liquid contents, return true to disable the standard checks and apply your own */
MUTATOR_HOOKABLE(HUD_Contents, EV_NO_ARGS);
-/** Return true to disable player model/color forcing */
+/** Return true to disable player model forcing */
#define EV_ForcePlayermodels_Skip(i, o) \
/** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
/** is local */ i(bool, MUTATOR_ARGV_1_bool) \
/**/
MUTATOR_HOOKABLE(ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip);
+/** Return true to disable player color forcing */
+#define EV_ForcePlayercolors_Skip(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is local */ i(bool, MUTATOR_ARGV_1_bool) \
+ /**/
+MUTATOR_HOOKABLE(ForcePlayercolors_Skip, EV_ForcePlayercolors_Skip);
+
/** Called when damage info is received on the client, useful for playing explosion effects */
#define EV_DamageInfo(i, o) \
/** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
{ WriteByte(chan, ent.sv_solid); },
{ ent.sv_solid = ReadByte(); })
+// 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>
#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>
#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/hud/panel/modicons.qh>
+
+void HUD_Mod_Survival(vector pos, vector mySize)
+{
+ mod_active = 1; // survival should always show the mod HUD
+
+ // since survivor state is the default value, spectators are considered survivors
+ // so we must hide them manually here
+ if(entcs_GetSpecState(player_localnum) == ENTCS_SPEC_PURE)
+ return; // no icon while spectating
+
+ int mystatus = entcs_receiver(player_localnum).survival_status;
+ //string player_icon = ((mystatus == SURV_STATUS_HUNTER) ? "player_red" : "player_neutral");
+ string player_text = ((mystatus == SURV_STATUS_HUNTER) ? _("Hunter") : _("Survivor"));
+ vector player_color = ((mystatus == SURV_STATUS_HUNTER) ? '1 0 0' : '0 1 0');
+ //drawpic_aspect_skin(pos, player_icon, vec2(0.5 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+}
+
+REGISTER_MUTATOR(cl_surv, true);
+
+MUTATOR_HOOKFUNCTION(cl_surv, ForcePlayercolors_Skip)
+{
+ 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 = SURV_COLOR_PREY; // green
+ if((mystatus == SURV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SURV_STATUS_HUNTER)
+ plcolor = SURV_COLOR_HUNTER; // red
+
+ player.colormap = 1024 + plcolor;
+ return true;
+}
--- /dev/null
+#pragma once
--- /dev/null
+#include "survival.qh"
--- /dev/null
+#pragma once
+
+// shared state signalling the player's survival status
+.int survival_status;
+const int SURV_STATUS_PREY = 0;
+const int SURV_STATUS_HUNTER = 1;
+
+// hardcoded player colors for survival
+const int SURV_COLOR_PREY = 51; // green
+const int SURV_COLOR_HUNTER = 68; // red
--- /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;
+ 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);
+}
+
+void Surv_count_alive_players()
+{
+ total_players = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ ++total_players;
+ });
+}
+
+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;
+ if(autocvar_g_survival_reward_survival && timed_out && IS_PLAYER(it) && !IS_DEAD(it) && it.survival_status == SURV_STATUS_PREY)
+ GameRules_scoring_add(it, SCORE, 1); // reward survivors who make it to the end of the round time limit
+ });
+}
+
+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 == SURV_STATUS_PREY)
+ survivor_count++;
+ else if(it.survival_status == SURV_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);
+ FOREACH_CLIENT(true, { it.survival_status = SURV_STATUS_PREY; it.survival_validkills = 0; });
+ Surv_count_alive_players();
+ int hunter_count = bound(1, ((autocvar_g_survival_hunter_count >= 1) ? autocvar_g_survival_hunter_count : floor(total_players * autocvar_g_survival_hunter_count)), total_players - 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 = SURV_STATUS_HUNTER;
+ });
+
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ if(it.survival_status == SURV_STATUS_PREY)
+ Send_Notification(NOTIF_ONE_ONLY, it, MSG_CENTER, CENTER_SURVIVAL_SURVIVOR);
+ else if(it.survival_status == SURV_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;
+ Surv_count_alive_players();
+ if (total_players >= 2)
+ {
+ if(prev_missing_players > 0)
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_PLAYERS);
+ prev_missing_players = -1;
+ return true;
+ }
+ if(total_players == 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
+{
+ 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(surv, ClientObituary)
+{
+ // in survival, announcing a frag would tell everyone who the hunter is
+ // for the sake of anonymity, a barebones
+ 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(surv, PlayerSpawn)
+{
+ entity player = M_ARGV(0, entity);
+
+ player.survival_status = SURV_STATUS_PREY;
+ player.caplayer = 1;
+ if (!warmup_stage)
+ eliminatedPlayers.SendFlags |= 1;
+}
+
+MUTATOR_HOOKFUNCTION(surv, 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(surv, 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(surv, reset_map_players)
+{
+ FOREACH_CLIENT(true, {
+ CS(it).killcount = 0;
+ 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(surv, 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, pl, MSG_CENTER, CENTER_ALONE);
+ }
+}
+
+MUTATOR_HOOKFUNCTION(surv, 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
+ ClientKill_Silent(frag_attacker, 0);
+ //Damage(frag_attacker, frag_attacker, frag_attacker, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, frag_attacker.origin, '0 0 0');
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, ClientDisconnect)
+{
+ entity player = M_ARGV(0, entity);
+
+ if (IS_PLAYER(player) && !IS_DEAD(player))
+ surv_LastPlayerForTeam_Notify(player);
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, 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(surv, Scores_CountFragsRemaining)
+{
+ // announce remaining frags?
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, GiveFragsForKill, CBC_ORDER_FIRST)
+{
+ entity frag_attacker = M_ARGV(0, entity);
+ 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(surv, 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(surv, CalculateRespawnTime)
+{
+ // no respawn calculations needed, player is forced to spectate anyway
+ return true;
+}
+
+MUTATOR_HOOKFUNCTION(surv, 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(surv, 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(surv, GetPlayerStatus)
+{
+ entity player = M_ARGV(0, entity);
+
+ return player.caplayer == 1;
+}
+
+MUTATOR_HOOKFUNCTION(surv, 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(surv, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
+ });
+
+ 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)
REGISTER_GAMETYPE(DUEL, NEW(Duel));
#define g_duel IS_GAMETYPE(DUEL)
+#ifdef CSQC
+void HUD_Mod_Survival(vector pos, vector mySize);
+#endif
+CLASS(Survival, Gametype)
+ INIT(Survival)
+ {
+ this.gametype_init(this, _("Survival"),"surv","g_survival",false,true,"","timelimit=20 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_duel_not_dm_maps"))
+ {
+ // if this is set, all DM maps support Survival too
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.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));
+
const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
const int MAPINFO_FEATURE_VEHICLES = 2;
const int MAPINFO_FEATURE_TURRETS = 4;
MSG_INFO_NOTIF(SUPERWEAPON_PICKUP, N_CONSOLE, 1, 0, "s1", "s1", "superweapons", _("^BG%s^K1 picked up a Superweapon"), "")
+ 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_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"), "")
+ 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"), "")
MSG_CENTER_NOTIF(TEAMCHANGE_SPECTATE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Spectating in ^COUNT"), "")
CASE(CPID, OVERTIME)
CASE(CPID, POWERUP)
CASE(CPID, RACE_FINISHLAP)
+ CASE(CPID, SURVIVAL)
CASE(CPID, TEAMCHANGE)
CASE(CPID, TIMEOUT)
CASE(CPID, TIMEIN)
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
/* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
/* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
+ /* GAMETYPE(MAPINFO_TYPE_SURVIVAL) */ \
/**/
// hidden gametypes come last so indexing always works correctly
return true;
}
-bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
+bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target, string attacker_name)
{
if(deathtype == DEATH_FIRE.m_id)
{
Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
- Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
+ Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker_name, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
return true;
}
// Declarations
float notif_firstblood = false;
float kill_count_to_attacker, kill_count_to_target;
+ bool notif_anonymous = false;
+ string attacker_name = attacker.netname;
// Set final information for the death
targ.death_origin = targ.origin;
string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
+ // Abort now if a mutator requests it
+ if (MUTATOR_CALLHOOK(ClientObituary, inflictor, attacker, targ, deathtype, attacker.(weaponentity))) { CS(targ).killcount = 0; return; }
+ notif_anonymous = M_ARGV(5, bool);
+
+ if(notif_anonymous)
+ attacker_name = "Anonymous player";
+
#ifdef NOTIFICATIONS_DEBUG
Debug_Notification(
sprintf(
"Obituary(%s, %s, %s, %s = %d);\n",
- attacker.netname,
+ attacker_name,
inflictor.netname,
targ.netname,
Deathtype_Name(deathtype),
CS(attacker).killcount = 0;
Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, CS(targ).killcount);
+ Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker_name);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker_name, deathlocation, CS(targ).killcount);
// In this case, the death message will ALWAYS be "foo was betrayed by bar"
// No need for specific death/weapon messages...
targ,
MSG_CHOICE,
CHOICE_TYPEFRAGGED,
- attacker.netname,
+ attacker_name,
kill_count_to_target,
GetResource(attacker, RES_HEALTH),
GetResource(attacker, RES_ARMOR),
(IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
- else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
+ else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target, attacker_name))
{
Send_Notification(
NOTIF_ONE,
targ,
MSG_CHOICE,
CHOICE_FRAGGED,
- attacker.netname,
+ attacker_name,
kill_count_to_target,
GetResource(attacker, RES_HEALTH),
GetResource(attacker, RES_ARMOR),
if(deathtype == DEATH_BUFF.m_id)
f3 = buff_FirstFromFlags(STAT(BUFFS, attacker)).m_id;
- if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker))
- Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
+ if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker))
+ Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
}
}
BADCVAR("g_runematch");
BADCVAR("g_shootfromeye");
BADCVAR("g_snafu");
+ BADCVAR("g_survival");
+ BADCVAR("g_survival_not_dm_maps");
BADCVAR("g_tdm");
BADCVAR("g_tdm_on_dm_maps");
BADCVAR("g_tdm_teams");
/**/
MUTATOR_HOOKABLE(PlayerDied, EV_PlayerDied);
+/** called when showing an obituary for the player. return true to show nothing (workarounds may be needed) */
+#define EV_ClientObituary(i, o) \
+ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
+ /** target */ i(entity, MUTATOR_ARGV_2_entity) \
+ /** deathtype */ i(float, MUTATOR_ARGV_3_float) \
+ /** wep entity */ i(entity, MUTATOR_ARGV_4_entity) \
+ /** anonymous killer*/ o(bool, MUTATOR_ARGV_5_bool) \
+ /**/
+MUTATOR_HOOKABLE(ClientObituary, EV_ClientObituary);
+
/** allows overriding the frag centerprint messages */
#define EV_FragCenterMessage(i, o) \
/** attacker */ i(entity, MUTATOR_ARGV_0_entity) \