float warmup;
float allowed_to_spawn;
float player_cnt;
+float required_ca_players;
.float caplayer;
void PutObserverInServer();
lms_next_place = player_count;
race_ReadyRestart();
-
+
for(self = world; (self = nextent(self)); )
if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
{
allowed_to_spawn = 0;
- if(g_ca && (player_cnt < 2 || inWarmupStage))
+ if(g_ca && (player_cnt < required_ca_players || inWarmupStage))
allowed_to_spawn = 1;
msg = NEWLINES;
}
}
- if(player_cnt < 2 && (redspawned && bluespawned)) {
+ required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
+
+ if(player_cnt < required_ca_players && (redspawned && bluespawned)) {
reset_map(TRUE);
}
- else if(player_cnt < 2) {
+ else if(player_cnt < required_ca_players) {
FOR_EACH_CLIENT(self)
if(self.classname == "player")
- centerprint(self, strcat("^1Need at least 2 players to play CA", "^7\n"));
+ centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
allowed_to_spawn = 1;
return;
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
+ if((g_arena && numspawned < 2) || (g_ca && player_cnt < required_ca_players) && !inWarmupStage)
return;
if (!g_minstagib)