.int hud = _STAT(HUD);
.float dmg_time;
+.float play_time;
+
.int volly_counter;
const int MAX_AXH = 4;
.int items_added;
bool PlayerThink(entity this)
{
- CheckRules_Player(this);
-
if (game_stopped || intermission_running) {
this.modelflags &= ~MF_ROCKET;
if(intermission_running)
if (IS_PLAYER(this)) {
DrownPlayer(this);
- CheckRules_Player(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
if (game_stopped)
.float count;
//.float cnt2;
-.float play_time;
.int respawn_flags;
.float respawn_time;
.float respawn_time_max;
localcmd("\nsv_hook_gameend\n");
}
-/*
-============
-CheckRules_Player
-
-Exit deathmatch games upon conditions
-============
-*/
-void CheckRules_Player(entity this)
-{
- if (game_stopped) // someone else quit the game already
- return;
-
- if(!IS_DEAD(this))
- this.play_time += frametime;
-
- // fixme: don't check players; instead check spawnfunc_dom_team and spawnfunc_ctf_team entities
- // (div0: and that in CheckRules_World please)
-}
-
float InitiateSuddenDeath()
{
float WinningCondition_Scores(float limit, float leadlimit);
void SetWinners(.float field, float value);
-void CheckRules_Player(entity this);
void IntermissionThink(entity this);
void GotoNextMap(float reinit);
void ReadyRestart();