//float autocvar_sv_precacheweapons; // WEAPONTODO?
bool autocvar_sv_q3acompat_machineshotgunswap;
bool autocvar_sv_ready_restart;
-bool autocvar_sv_ready_restart_after_countdown;
bool autocvar_sv_ready_restart_repeatable;
bool autocvar_sv_servermodelsonly;
int autocvar_sv_spectate;
this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
- // extend the pause of rotting if client was reset at the beginning of the countdown
- if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
+ if (!sv_ready_restart_after_countdown && time < game_starttime)
+ {
float f = game_starttime - time;
this.spawnshieldtime += f;
this.pauserotarmor_finished += f;
this.pauserothealth_finished += f;
this.pauseregen_finished += f;
}
+
this.damageforcescale = 2;
this.death_time = 0;
this.respawn_flags = 0;
}
// initiate the restart-countdown-announcer entity
- if (autocvar_sv_ready_restart_after_countdown)
+ if (sv_ready_restart_after_countdown)
{
entity restart_timer = new_pure(restart_timer);
setthink(restart_timer, ReadyRestart_think);
{
FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; });
}
- // reset map immediately if this cvar is not set
- if (!autocvar_sv_ready_restart_after_countdown) reset_map(true);
+
+ if (!sv_ready_restart_after_countdown) reset_map(true);
if (autocvar_sv_eventlog) GameLogEcho(":restart");
}
// Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
// Otherwise scores could be manipulated during the countdown.
- if (!autocvar_sv_ready_restart_after_countdown) Score_ClearAll();
+ if (!sv_ready_restart_after_countdown) Score_ClearAll();
ReadyRestart_force();
}
float warmup_start_health;
float warmup_start_armorvalue;
float g_weapon_stay;
+bool sv_ready_restart_after_countdown;
float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
void readplayerstartcvars();
sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
+ sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");
MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
{
- // no assault warmups
+ // incompatible
warmup_stage = 0;
+ sv_ready_restart_after_countdown = 0;
}
MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
bool forbidWeaponUse(entity player)
{
- if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
+ if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
if (player.player_blocked) return true;
if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;