This method was added for a reason.
CLASS(Assault, Gametype)
INIT(Assault)
{
- this.gametype_init(this, _("Assault"),"as","g_assault",GAMETYPE_FLAG_TEAMPLAY,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
+ this.gametype_init(this, _("Assault"),"as","g_assault",GAMETYPE_FLAG_TEAMPLAY,"","timelimit=20");
}
METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
}
+ METHOD(Assault, describe, string(Assault this))
+ {
+ TC(Assault, this);
+ return _("Destroy obstacles to find and destroy the enemy power core before time runs out");
+ }
ATTRIB(Assault, m_legacydefaults, string, "20 0");
ENDCLASS(Assault)
REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
CLASS(ClanArena, Gametype)
INIT(ClanArena)
{
- this.gametype_init(this, _("Clan Arena"),"ca","g_ca",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill all enemy teammates to win the round"));
+ this.gametype_init(this, _("Clan Arena"),"ca","g_ca",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6");
}
METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Round limit:"), 5, 100, 5, "fraglimit_override", "g_ca_teams_override", _("The amount of rounds won needed before the match will end"));
}
+ METHOD(ClanArena, describe, string(ClanArena this))
+ {
+ TC(ClanArena, this);
+ return _("Kill all enemy teammates to win the round");
+ }
#ifdef CSQC
ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
ATTRIB(ClanArena, m_modicons_export, void(int fh), HUD_Mod_CA_Export);
CLASS(CaptureTheFlag, Gametype)
INIT(CaptureTheFlag)
{
- this.gametype_init(this, _("Capture the Flag"),"ctf","g_ctf",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PRIORITY,"","timelimit=20 caplimit=10 leadlimit=6",_("Find and bring the enemy flag to your base to capture it, defend your base from the other team"));
+ this.gametype_init(this, _("Capture the Flag"),"ctf","g_ctf",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PRIORITY,"","timelimit=20 caplimit=10 leadlimit=6");
}
METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
{
TC(Gametype, this);
returns(menu, _("Capture limit:"), 1, 20, 1, "capturelimit_override", string_null, _("The amount of captures needed before the match will end"));
}
+ METHOD(CaptureTheFlag, describe, string(CaptureTheFlag this))
+ {
+ TC(CaptureTheFlag, this);
+ return _("Find and bring the enemy flag to your base to capture it, defend your base from the other team");
+ }
#ifdef CSQC
ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset);
CLASS(RaceCTS, Gametype)
INIT(RaceCTS)
{
- this.gametype_init(this, _("Race CTS"),"cts","g_cts",0,"cloaked","timelimit=20",_("Race for fastest time."));
+ this.gametype_init(this, _("Race CTS"),"cts","g_cts",0,"cloaked","timelimit=20");
}
METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
}
+ METHOD(RaceCTS, describe, string(RaceCTS this))
+ {
+ TC(RaceCTS, this);
+ return _("Race for fastest time.");
+ }
#ifdef CSQC
ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
#endif
CLASS(Deathmatch, Gametype)
INIT(Deathmatch)
{
- this.gametype_init(this, _("Deathmatch"),"dm","g_dm",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PREFERRED,"","timelimit=15 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
+ this.gametype_init(this, _("Deathmatch"),"dm","g_dm",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PREFERRED,"","timelimit=15 pointlimit=30 leadlimit=0");
}
METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
return true;
}
+ METHOD(Deathmatch, describe, string(Deathmatch this))
+ {
+ TC(Deathmatch, this);
+ return _("Score as many frags as you can");
+ }
ATTRIB(Deathmatch, m_legacydefaults, string, "30 20 0");
ENDCLASS(Deathmatch)
REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
CLASS(Domination, Gametype)
INIT(Domination)
{
- this.gametype_init(this, _("Domination"),"dom","g_domination",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win"));
+ this.gametype_init(this, _("Domination"),"dom","g_domination",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0");
}
METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 50, 500, 10, "g_domination_point_limit", "g_domination_teams_override", _("The amount of points needed before the match will end"));
}
+ METHOD(Domination, describe, string(Domination this))
+ {
+ TC(Domination, this);
+ return _("Capture and defend all the control points to win");
+ }
#ifdef CSQC
ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
ATTRIB(Domination, m_modicons_export, void(int fh), HUD_Mod_Dom_Export);
CLASS(Duel, Gametype)
INIT(Duel)
{
- this.gametype_init(this, _("Duel"),"duel","g_duel",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_1V1,"","timelimit=10 pointlimit=0 leadlimit=0",_("Fight in a one versus one arena battle to decide the winner"));
+ this.gametype_init(this, _("Duel"),"duel","g_duel",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_1V1,"","timelimit=10 pointlimit=0 leadlimit=0");
}
METHOD(Duel, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
}
return false;
}
+ METHOD(Duel, describe, string(Duel this))
+ {
+ TC(Duel, this);
+ return _("Fight in a one versus one arena battle to decide the winner");
+ }
ENDCLASS(Duel)
REGISTER_GAMETYPE(DUEL, NEW(Duel));
#define g_duel IS_GAMETYPE(DUEL)
CLASS(FreezeTag, Gametype)
INIT(FreezeTag)
{
- this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win"));
+ this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6");
}
METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Round limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of rounds won needed before the match will end"));
}
+ METHOD(FreezeTag, describe, string(FreezeTag this))
+ {
+ TC(FreezeTag, this);
+ return _("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win");
+ }
#ifdef CSQC
ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_FreezeTag);
ATTRIB(FreezeTag, m_modicons_export, void(int fh), HUD_Mod_FreezeTag_Export);
CLASS(Invasion, Gametype)
INIT(Invasion)
{
- this.gametype_init(this, _("Invasion"),"inv","g_invasion",GAMETYPE_FLAG_USEPOINTS,"","pointlimit=50 type=0",_("Survive against waves of monsters"));
+ this.gametype_init(this, _("Invasion"),"inv","g_invasion",GAMETYPE_FLAG_USEPOINTS,"","pointlimit=50 type=0");
}
METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
}
+ METHOD(Invasion, describe, string(Invasion this))
+ {
+ TC(Invasion, this);
+ return _("Survive against waves of monsters");
+ }
ENDCLASS(Invasion)
REGISTER_GAMETYPE(INVASION, NEW(Invasion));
CLASS(Keepaway, Gametype)
INIT(Keepaway)
{
- this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
+ this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=30");
}
METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
return true;
}
+ METHOD(Keepaway, describe, string(Keepaway this))
+ {
+ TC(Keepaway, this);
+ return _("Hold the ball to get points for kills");
+ }
#ifdef CSQC
ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
#endif
CLASS(KeyHunt, Gametype)
INIT(KeyHunt)
{
- this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
+ this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0");
}
METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 200, 1500, 50, "g_keyhunt_point_limit", "g_keyhunt_teams_override", _("The amount of points needed before the match will end"));
}
+ METHOD(KeyHunt, describe, string(KeyHunt this))
+ {
+ TC(KeyHunt, this);
+ return _("Gather all the keys to win the round");
+ }
#ifdef CSQC
ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
#endif
CLASS(LastManStanding, Gametype)
INIT(LastManStanding)
{
- this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_HIDELIMITS,"","timelimit=20 lives=5 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
+ this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_HIDELIMITS,"","timelimit=20 lives=5 leadlimit=0");
}
METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
TC(Gametype, this);
returns(menu, _("Lives:"), 3, 50, 1, "g_lms_lives_override", string_null, string_null);
}
+ METHOD(LastManStanding, describe, string(LastManStanding this))
+ {
+ TC(LastManStanding, this);
+ return _("Survive and kill until the enemies have no lives left");
+ }
ATTRIB(LastManStanding, m_legacydefaults, string, "9 20 0");
#ifdef CSQC
ATTRIB(LastManStanding, m_modicons, void(vector myPos, vector mySize), HUD_Mod_LMS);
CLASS(mayhem, Gametype)
INIT(mayhem)
{
- this.gametype_init(this, _("Mayhem"),"mayhem","g_mayhem",GAMETYPE_FLAG_USEPOINTS,"","timelimit=15 pointlimit=1000 leadlimit=0",_("Compete for the most damage dealt and frags in this chaotic mayhem!"));
+ this.gametype_init(this, _("Mayhem"),"mayhem","g_mayhem",GAMETYPE_FLAG_USEPOINTS,"","timelimit=15 pointlimit=1000 leadlimit=0");
}
METHOD(mayhem, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 200, 2000, 100, "g_mayhem_point_limit", string_null, _("How much score is needed before the match will end"));
}
+ METHOD(mayhem, describe, string(mayhem this))
+ {
+ TC(mayhem, this);
+ return _("Compete for the most damage dealt and frags in this chaotic mayhem!");
+ }
ATTRIB(mayhem, m_legacydefaults, string, "1000 20 0");
ENDCLASS(mayhem)
REGISTER_GAMETYPE(MAYHEM, NEW(mayhem));
CLASS(NexBall, Gametype)
INIT(NexBall)
{
- this.gametype_init(this, _("Nexball"),"nb","g_nexball",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_WEAPONARENA,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean"));
+ this.gametype_init(this, _("Nexball"),"nb","g_nexball",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_WEAPONARENA,"","timelimit=20 pointlimit=5 leadlimit=0");
}
METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
{
TC(Gametype, this);
returns(menu, _("Goal limit:"), 1, 50, 1, "g_nexball_goallimit", string_null, _("The amount of goals needed before the match will end"));
}
+ METHOD(NexBall, describe, string(NexBall this))
+ {
+ TC(NexBall, this);
+ return _("Shoot and kick the ball into the enemies goal, keep your goal clean");
+ }
#ifdef CSQC
ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
#endif
CLASS(Onslaught, Gametype)
INIT(Onslaught)
{
- this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",GAMETYPE_FLAG_TEAMPLAY,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
+ this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",GAMETYPE_FLAG_TEAMPLAY,"","pointlimit=1 timelimit=20");
}
METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
}
+ METHOD(Onslaught, describe, string(Onslaught this))
+ {
+ TC(Onslaught, this);
+ return _("Capture control points to reach and destroy the enemy generator");
+ }
ATTRIB(Onslaught, m_legacydefaults, string, "20 0");
ENDCLASS(Onslaught)
REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
CLASS(Race, Gametype)
INIT(Race)
{
- this.gametype_init(this, _("Race"),"rc","g_race",GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
+ this.gametype_init(this, _("Race"),"rc","g_race",GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0");
}
METHOD(Race, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Laps:"), 1, 25, 1, "g_race_laps_limit", string_null, string_null);
}
+ METHOD(Race, describe, string(Race this))
+ {
+ TC(Race, this);
+ return _("Race against other players to the finish line");
+ }
#ifdef CSQC
ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
#endif
CLASS(Survival, Gametype)
INIT(Survival)
{
- this.gametype_init(this, _("Survival"), "surv", "g_survival", GAMETYPE_FLAG_USEPOINTS, "", "timelimit=20 pointlimit=12", _("Identify and eliminate all the hunters before all your allies are gone"));
+ this.gametype_init(this, _("Survival"), "surv", "g_survival", GAMETYPE_FLAG_USEPOINTS, "", "timelimit=20 pointlimit=12");
}
METHOD(Survival, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
}
return false;
}
+ METHOD(Survival, describe, string(Survival this))
+ {
+ TC(Survival, this);
+ return _("Identify and eliminate all the hunters before all your allies are gone");
+ }
#ifdef CSQC
ATTRIB(Survival, m_modicons, void(vector pos, vector mySize), HUD_Mod_Survival);
#endif
CLASS(TeamDeathmatch, Gametype)
INIT(TeamDeathmatch)
{
- this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PRIORITY,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team"));
+ this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS | GAMETYPE_FLAG_PRIORITY,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0");
}
METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 5, 100, 5, "g_tdm_point_limit", "g_tdm_teams_override", _("The amount of points needed before the match will end"));
}
+ METHOD(TeamDeathmatch, describe, string(TeamDeathmatch this))
+ {
+ TC(TeamDeathmatch, this);
+ return _("Help your team score the most frags against the enemy team");
+ }
ATTRIB(TeamDeathmatch, m_legacydefaults, string, "50 20 2 0");
ENDCLASS(TeamDeathmatch)
REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
CLASS(TeamKeepaway, Gametype)
INIT(TeamKeepaway)
{
- this.gametype_init(this, _("Team Keepaway"),"tka","g_tka",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Keep the ball in your team's possession to get points for kills"));
+ this.gametype_init(this, _("Team Keepaway"),"tka","g_tka",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0");
}
METHOD(TeamKeepaway, m_parse_mapinfo, bool(string k, string v))
{
{
cvar_set("g_tka_teams", sa);
}
+ METHOD(TeamKeepaway, describe, string(TeamKeepaway this))
+ {
+ TC(TeamKeepaway, this);
+ return _("Keep the ball in your team's possession to get points for kills");
+ }
#ifdef CSQC
ATTRIB(TeamKeepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_TeamKeepaway);
#endif
CLASS(tmayhem, Gametype)
INIT(tmayhem)
{
- this.gametype_init(this, _("Team Mayhem"),"tmayhem","g_tmayhem",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=1500 teams=2 leadlimit=0",_("Compete with your team for the most damage dealt and frags in this chaotic mayhem!"));
+ this.gametype_init(this, _("Team Mayhem"),"tmayhem","g_tmayhem",GAMETYPE_FLAG_TEAMPLAY | GAMETYPE_FLAG_USEPOINTS,"","timelimit=20 pointlimit=1500 teams=2 leadlimit=0");
}
METHOD(tmayhem, m_parse_mapinfo, bool(string k, string v))
{
TC(Gametype, this);
returns(menu, _("Point limit:"), 200, 3000, 100, "g_tmayhem_point_limit", "g_tmayhem_teams_override", _("How much score is needed before the match will end"));
}
+ METHOD(tmayhem, describe, string(tmayhem this))
+ {
+ TC(tmayhem, this);
+ return _("Compete with your team for the most damage dealt and frags in this chaotic mayhem!");
+ }
ATTRIB(tmayhem, m_legacydefaults, string, "1500 20 2 0");
ENDCLASS(tmayhem)
REGISTER_GAMETYPE(TEAM_MAYHEM, NEW(tmayhem));
string MapInfo_Type_Description(Gametype t)
{
- return t ? t.gametype_description : "";
+ return t ? t.describe(t) : "";
}
string MapInfo_Type_ToString(Gametype t)
ATTRIB(Gametype, m_1v1, bool, false);
/** game type defaults */
ATTRIB(Gametype, model2, string);
- /** game type description */
- ATTRIB(Gametype, gametype_description, string);
/** game type priority in random selections */
ATTRIB(Gametype, m_priority, int, 0);
#ifdef CSQC
returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", string_null, _("The amount of frags needed before the match will end"));
}
+ /* game type description
+ * previously stored in a .string gametype_description ATTRIB
+ */
METHOD(Gametype, describe, string(Gametype this))
{
TC(Gametype, this);
- return this.gametype_description;
+ return SUPER(Object).describe(this);
}
METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
returns(this.message, strcat("gametype_", this.mdl));
}
- METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, int gflags, string mutators, string defaults, string gdescription))
+ METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, int gflags, string mutators, string defaults))
{
this.netname = g_name;
this.mdl = sname;
this.team = (gflags & GAMETYPE_FLAG_TEAMPLAY);
this.m_mutators = cons(sname, mutators);
this.model2 = defaults;
- this.gametype_description = gdescription;
this.frags = (gflags & GAMETYPE_FLAG_USEPOINTS);
this.m_priority = ((gflags & GAMETYPE_FLAG_PREFERRED) ? 2 : ((gflags & GAMETYPE_FLAG_PRIORITY) ? 1 : 0));
this.m_hidelimits = (gflags & GAMETYPE_FLAG_HIDELIMITS);
{
TC(Object, this);
string s = _("No description");
- if (cvar("developer") > 0)
+ if (autocvar_developer > 0)
{
for (int i = 0, n = numentityfields(); i < n; ++i)
{