// ** ** //
// ********************************************** //
- // MSG_ANNCE notifications (count = 141):
+ // MSG_ANNCE notifications:
+seta notification_ANNCE_ACCIDENT "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_ACCURACY "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_AIRSHOT "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_AMAZING "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_ASSIST "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_AWESOME "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_BOTLIKE "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_DAMAGE "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_DEFENSE "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_ELECTROBITCH "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_EXCELLENT "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_IMPRESSIVE "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_PERFECT "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ACHIEVEMENT_TELEFRAG "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_ACHIEVEMENT_YODA "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_ALONE "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_BEGIN "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_PICKUP_ENEMY "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_PICKUP "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_PICKUP_TEAM "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_PICKUP_YOU "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_RETURN_ENEMY "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_RETURN "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_CTF_RETURN_TEAM "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_FIRSTBLOOD "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_HEADSHOT "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
+seta notification_ANNCE_HUMILIATION "2" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_INSTAGIB_LASTSECOND "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_INSTAGIB_NARROWLY "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
seta notification_ANNCE_INSTAGIB_TERMINATED "1" "0 = disabled, 1 = enabled if gentle mode is off, 2 = always enabled"
else
str = strcat(str, "^7 / ");
}
-
- if(teamplay)
- {
- str = strcat(str, sprintf(_("^2+%s %s"), ScoreString(teamscores_flags(ts_primary), ll),
- (teamscores_label(ts_primary) == "score") ? CTX(_("SCO^points")) :
- (teamscores_label(ts_primary) == "fastest") ? "" :
- TranslateScoresLabel(teamscores_label(ts_primary))));
- }
- else
- {
- str = strcat(str, sprintf(_("^2+%s %s"), ScoreString(scores_flags(ps_primary), ll),
- (scores_label(ps_primary) == "score") ? CTX(_("SCO^points")) :
- (scores_label(ps_primary) == "fastest") ? "" :
- TranslateScoresLabel(scores_label(ps_primary))));
- }
+ str = strcat(str, Scoreboard_Fraglimit_Draw(ll, true));
}
}
+
drawcolorcodedstring(pos + '1 0 0' * (panel_size.x - stringwidth(str, true, sb_gameinfo_detail_fontsize)), str, sb_gameinfo_detail_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL); // align right
- // map name
- str = sprintf(_("^7Map: ^2%s"), shortmapname);
+ // map name and player count
+ str = sprintf(_("^5%d^7/^5%d ^7players"), numplayers, srv_maxplayers ? srv_maxplayers : maxclients);
+ str = strcat("^7", _("Map:"), " ^2", mi_shortname, " ", str); // reusing "Map:" translatable string
drawcolorcodedstring(pos, str, sb_gameinfo_detail_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL); // align left
}
// End of Game Info Section
vector timer_color = '1 1 1';
vector subtimer_color = '1 1 1';
bool swap = (autocvar_hud_panel_timer_secondary == 2 && STAT(ROUNDSTARTTIME));
+ float timeout_last = STAT(TIMEOUT_LAST);
// Use real or frozen time and get the time limit
- curtime = (intermission_time ? intermission_time : time);
+ if(intermission_time)
+ curtime = intermission_time;
+ else if(timeout_last)
+ curtime = timeout_last;
+ else
+ curtime = time;
+
if(warmup_stage)
- {
timelimit = STAT(WARMUP_TIMELIMIT);
- if(timelimit == 0)
- timelimit = STAT(TIMELIMIT) * 60;
- }
else
- {
timelimit = STAT(TIMELIMIT) * 60;
- }
// Calculate time left
timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit);
int overtimes = STAT(OVERTIMES);
if(warmup_stage || autocvar__hud_configure)
- subtext = _("Warmup");
+ {
+ if (STAT(WARMUP_TIMELIMIT) > 0)
+ subtext = _("Warmup");
+ else
+ subtext = srv_minplayers ? _("Warmup: too few players") : _("Warmup: no time limit");
+ }
else if(STAT(TIMEOUT_STATUS) == 2)
subtext = _("Timeout");
- else if (overtimes == -1)
- subtext = _("Sudden Death");
- else if(overtimes == 1)
- subtext = _("Overtime");
- else if (overtimes >= 2)
+ else if(overtimes >= 2)
subtext = sprintf(_("Overtime #%d"), overtimes);
+ else if(overtimes != 0)
+ subtext = _("Overtime");
subtext_size = vec2(mySize.x, mySize.y / 3);
timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
NOTIF_INFO_COUNT,
NOTIF_CENTER_COUNT,
NOTIF_MULTI_COUNT,
- NOTIF_CHOICE_COUNT
+ NOTIF_CHOICE_COUNT,
+ NOTIF_MEDAL_COUNT
- ));
+ );
#undef NOTIF_WRITE_HARDCODED
#undef NOTIF_WRITE_ENTITY
#undef NOTIF_WRITE
string autocvar_hostname;
int autocvar_spawn_debug;
string autocvar_sv_motd;
+string autocvar_sv_motd_permanent;
int autocvar_sv_name_maxlength = 64;
+ string autocvar_sv_quickmenu_file;
bool autocvar_sv_servermodelsonly;
+ bool autocvar_sv_showspectators;
int autocvar_sv_spectate;
bool autocvar_sv_teamnagger;
float autocvar_sv_player_scale;
- bool autocvar_sv_showspectators;
+// z411
+string autocvar_hostname_full;
+string autocvar_g_teamnames_red;
+string autocvar_g_teamnames_blue;
+string autocvar_g_teamnames_yellow;
+string autocvar_g_teamnames_pink;
+
+void send_TeamNames(int channel, entity to);
+
+// Medals
+float autocvar_g_medals_excellent_time = 2;
+
+// Timer
+int autocvar_sv_timer_countdown = 1; // 0 = disabled, 1 = enabled, 2 = spect only
+
// WEAPONTODO
.string weaponorder_byimpulse;
BADCVAR("g_start_delay");
BADCVAR("g_superspectate");
BADCVAR("g_tdm_teams_override");
- BADCVAR("g_warmup");
+ BADCVAR("g_tmayhem_teams_override");
+ BADCVAR("g_tmayhem_powerups");
BADCVAR("g_weapon_stay"); BADPRESUFFIX("g_", "_weapon_stay");
BADCVAR("hostname");
BADCVAR("log_file");
set g_weapon_stay 0 "1: ghost weapons can be picked up but give no ammo, thrown guns have ammo 2: ghost weapons can be picked up and refill ammo to one pickup size, thrown guns have no ammo (to prevent infinite ammo abuse)"
set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
set g_powerups -1 "if set to 0 no powerups will spawn, if 1 they will spawn in all game modes, -1 is game mode default"
-set g_powerups_drop 0 "allow dropping powerups (1 = timer continues, 2 = timer freezes until picked up)"
-set g_powerups_drop_ondeath 0 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
+// BaI mod changes this
+set g_powerups_drop_ondeath 2 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
++set g_powerups_drop 2 "allow dropping powerups (1 = timer continues, 2 = timer freezes until picked up)"
++set g_powerups_drop_ondeath 2 "players will drop their powerups on death (1 = timer continues, 2 = timer freezes until picked up)"
set g_powerups_stack 0 "enables stacking of powerup timers when picking up a powerup you already have; otherwise timer is reset to the time granted by the item, if greater than the time you currently have"
set g_powerups_strength 1 "allow strength powerups to spawn"
set g_powerups_shield 1 "allow shield powerups to spawn"