From 384b73d6518a3b2a715aa5c71004aef90e882567 Mon Sep 17 00:00:00 2001 From: drjaska Date: Sun, 9 May 2021 13:02:26 +0300 Subject: [PATCH] reworked score system --- gamemodes-server.cfg | 41 +++-- .../gamemodes/gamemode/mayhem/sv_mayhem.qc | 149 ++++++++++++++---- .../gamemodes/gamemode/mayhem/sv_mayhem.qh | 10 ++ .../gamemodes/gamemode/tmayhem/sv_tmayhem.qc | 141 +++++++++++++---- .../gamemodes/gamemode/tmayhem/sv_tmayhem.qh | 7 +- 5 files changed, 260 insertions(+), 88 deletions(-) diff --git a/gamemodes-server.cfg b/gamemodes-server.cfg index f2b342285..4d3821d17 100644 --- a/gamemodes-server.cfg +++ b/gamemodes-server.cfg @@ -575,28 +575,35 @@ set g_duel 0 "Duel: frag the opponent more in a one versus one arena battle" set g_duel_with_powerups 0 "Enable powerups to spawn in the duel gamemode" set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in duel" -// ====================== -// mayhem (ffa or team) -// ====================== +// ============================== +// free for all and team mayhem +// ============================== set g_mayhem 0 "Mayhem: the player with the most frags in total mayhem wins" -set g_mayhem_regenerate 0 "allow players to regenerate hp. rates controlled by hp regeneration and rotting cvars" +set g_tmayhem 0 "Team Mayhem: the team with the most frags in total mayhem wins" + +set g_mayhem_scoringmethod 1 "1: 25% of the score is based on kills and 75% of it is based on damage. 2: 100% frags. 3: 100% damage." +set g_tmayhem_scoringmethod 1 "1: 25% of the score is based on kills and 75% of it is based on damage. 2: 100% frags. 3: 100% damage." + +set g_mayhem_fraglimit 30 "Team Mayhem basis for how many frags until the match ends, edit this over point_limit preferably" +set g_tmayhem_fraglimit 50 "Team Mayhem basis for how many frags until the match ends, edit this over point_limit preferably" + +set g_mayhem_point_limit 1000 "Mayhem visual score limit overriding the mapinfo specified one" +set g_tmayhem_point_limit 1000 "Team Mayhem visual score limit overriding the mapinfo specified one" + +set g_tmayhem_point_leadlimit -1 "Team Mayhem point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" + set g_mayhem_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena" +set g_tmayhem_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena" + set g_mayhem_powerups 1 "Allow powerups in mayhem. Only checked if g_powerups is -1 therefore this will be overridden by g_powerups 1 or 0" +set g_tmayhem_powerups 1 "Allow powerups in team mayhem. Only checked if g_powerups is -1 therefore this will be overridden by g_powerups 1 or 0" + set g_mayhem_selfdamage 0 "0 = disable selfdamage in mayhem, 1 = enable selfdamage in mayhem" -set g_mayhem_frags2score 1 "enable frags counting towards score" -set g_mayhem_damage2score 0 "enable damage counting towards score" -set g_mayhem_damage2score_multiplier 0.0025 "how much score is given for damage dealt. 0.01 -> 1k dmg = 10 score, 0.001 1k dmg = 1 score, 0.0025 400 dmg = 1 score" +set g_tmayhem_selfdamage 0 "0 = disable selfdamage in tmayhem, 1 = enable selfdamage in tmayhem" + +set g_mayhem_regenerate 0 "allow players to regenerate hp. rates controlled by hp regeneration and rotting cvars" +set g_tmayhem_regenerate 0 "allow players to regenerate hp. rates controlled by hp regeneration and rotting cvars" -set g_tmayhem 0 "Team Mayhem: the team with the most frags in total mayhem wins" set g_tmayhem_teams 2 "how many teams are in team mayhem (set by mapinfo)" set g_tmayhem_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" set g_tmayhem_teams_override 0 "how many teams are in team mayhem" -set g_tmayhem_point_limit -1 "Team Mayhem point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -set g_tmayhem_point_leadlimit -1 "Team Mayhem point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -set g_tmayhem_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena" -set g_tmayhem_powerups 1 "Allow powerups in team mayhem. Only checked if g_powerups is -1 therefore this will be overridden by g_powerups 1 or 0" -set g_tmayhem_regenerate 0 "allow players to regenerate hp. rates controlled by hp regeneration and rotting cvars" -set g_tmayhem_selfdamage 0 "0 = disable selfdamage in tmayhem, 1 = enable selfdamage in tmayhem" -set g_tmayhem_frags2score 1 "enable frags counting towards score" -set g_tmayhem_damage2score 0 "enable damage counting towards score" -set g_tmayhem_damage2score_multiplier 0.0025 "how much score is given for damage dealt. 0.01 -> 1k dmg = 10 score, 0.001 1k dmg = 1 score, 0.0025 400 dmg = 1 score" diff --git a/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qc b/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qc index 07644744f..ded24baaa 100644 --- a/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qc +++ b/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qc @@ -4,9 +4,22 @@ bool autocvar_g_mayhem_regenerate; string autocvar_g_mayhem_weaponarena; bool autocvar_g_mayhem_powerups; bool autocvar_g_mayhem_selfdamage; -bool autocvar_g_mayhem_frags2score; -bool autocvar_g_mayhem_damage2score; -float autocvar_g_mayhem_damage2score_multiplier; +int autocvar_g_mayhem_scoringmethod; + +void mayhem_DelayedInit(entity this) +{ + return; +} + +void mayhem_Initialize() +{ + if(autocvar_g_mayhem_point_limit > 0 && autocvar_g_mayhem_fraglimit > 0) + mayhempointmultiplier = autocvar_g_mayhem_point_limit / autocvar_g_mayhem_fraglimit; + + GameRules_limit_score(autocvar_g_mayhem_point_limit); + + InitializeEntity(NULL, mayhem_DelayedInit, INITPRIO_GAMETYPE); +} MUTATOR_HOOKFUNCTION(mayhem, Scores_CountFragsRemaining) { @@ -80,44 +93,112 @@ MUTATOR_HOOKFUNCTION(mayhem, Damage_Calculate) MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor) { - if(autocvar_g_mayhem_damage2score){ - entity frag_attacker = M_ARGV(1, entity); - entity frag_target = M_ARGV(2, entity); - float frag_deathtype = M_ARGV(6, float); - float frag_damage = M_ARGV(7, float); - float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); - float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); - - float excess = max(0, frag_damage - damage_take - damage_save); - - if (frag_target != frag_attacker && IS_PLAYER(frag_attacker)) - GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * autocvar_g_mayhem_damage2score_multiplier); + switch(autocvar_g_mayhem_scoringmethod) + { + //frags only + case 2: + { + return; + } + + //damage only + case 3: + { + entity frag_attacker = M_ARGV(1, entity); + entity frag_target = M_ARGV(2, entity); + float frag_deathtype = M_ARGV(6, float); + float frag_damage = M_ARGV(7, float); + float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); + float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); + + float excess = max(0, frag_damage - damage_take - damage_save); + + if (frag_target != frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * (1/(start_health + start_armorvalue))); + + if (frag_target == frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * (1/(start_health + start_armorvalue))); + + //handle hazard suiciding, check first if player has a registered attacker who most likely pushed them there + if (!IS_PLAYER(frag_attacker) && ( + frag_deathtype == DEATH_DROWN.m_id || + frag_deathtype == DEATH_HURTTRIGGER.m_id || + frag_deathtype == DEATH_CAMP.m_id || + frag_deathtype == DEATH_LAVA.m_id || + frag_deathtype == DEATH_SLIME.m_id)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * (1/(start_health + start_armorvalue))); + + //when hp and armor values are checked when suiciding for some reason they are 0.9 hp and 0 armor regardless that player suicided with 200+200 + //AFAIK dynamic hp value checking is not possible, hardcoded start hp and armor + //FIXME: ^ , might require fixing hp+a check for suicides as a whole + if (frag_deathtype == DEATH_KILL.m_id) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * (1/(start_health + start_armorvalue))); + return; + } + + //combined damage and frags + default: + case 1: + { + entity frag_attacker = M_ARGV(1, entity); + entity frag_target = M_ARGV(2, entity); + float frag_deathtype = M_ARGV(6, float); + float frag_damage = M_ARGV(7, float); + float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); + float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); + + float excess = max(0, frag_damage - damage_take - damage_save); + + if (frag_target != frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * 0.75 * mayhempointmultiplier * (1/(start_health + start_armorvalue))); - if (frag_target == frag_attacker && IS_PLAYER(frag_attacker)) - GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * autocvar_g_mayhem_damage2score_multiplier); + if (frag_target == frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * 0.75 * mayhempointmultiplier * (1/(start_health + start_armorvalue))); - //handle hazard suiciding, check first if player has a registered attacker who most likely pushed them there - if (!IS_PLAYER(frag_attacker) && ( - frag_deathtype == DEATH_DROWN.m_id || - frag_deathtype == DEATH_HURTTRIGGER.m_id || - frag_deathtype == DEATH_CAMP.m_id || - frag_deathtype == DEATH_LAVA.m_id || - frag_deathtype == DEATH_SLIME.m_id)) - GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * autocvar_g_mayhem_damage2score_multiplier); + //handle hazard suiciding, check first if player has a registered attacker who most likely pushed them there + if (!IS_PLAYER(frag_attacker) && ( + frag_deathtype == DEATH_DROWN.m_id || + frag_deathtype == DEATH_HURTTRIGGER.m_id || + frag_deathtype == DEATH_CAMP.m_id || + frag_deathtype == DEATH_LAVA.m_id || + frag_deathtype == DEATH_SLIME.m_id)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * 0.75 * mayhempointmultiplier * (1/(start_health + start_armorvalue))); - //autocvar_g_mayhem_frags2score is checked to avoid punishing twice for a suicide - //when hp and armor values are checked when suiciding for some reason they are 0.9 hp and 0 armor regardless that player suicided with 200+200 - //AFAIK dynamic hp value checking is not possible, hardcoded start hp and armor - //FIXME: ^ , might require fixing hp+a check for suicides as a whole - if (frag_deathtype == DEATH_KILL.m_id && !autocvar_g_mayhem_frags2score) - GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * autocvar_g_mayhem_damage2score_multiplier); + //when hp and armor values are checked when suiciding for some reason they are 0.9 hp and 0 armor regardless that player suicided with 200+200 + //AFAIK dynamic hp value checking is not possible, hardcoded start hp and armor + //FIXME: ^ , might require fixing hp+a check for suicides as a whole + if (frag_deathtype == DEATH_KILL.m_id) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * 0.75 * mayhempointmultiplier * (1/(start_health + start_armorvalue))); + return; + } } } MUTATOR_HOOKFUNCTION(mayhem, GiveFragsForKill, CBC_ORDER_FIRST) { - if(!autocvar_g_mayhem_frags2score){ - M_ARGV(2, float) = 0; - return true; + switch(autocvar_g_mayhem_scoringmethod) + { + //frags only + case 2: + { + //fix 999 score from 30 kills for example + M_ARGV(2, float) = 1 * mayhempointmultiplier * 1.0001; + return true; + } + + //damage only + case 3: + { + M_ARGV(2, float) = 0; + return true; + } + + //combined damage and frags + default: + case 1: + { + M_ARGV(2, float) = 0.25 * mayhempointmultiplier * 1.0001; + return true; + } } } diff --git a/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qh b/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qh index 004ae6eaa..328dedc60 100644 --- a/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qh +++ b/qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qh @@ -1,8 +1,18 @@ #pragma once #include +//someone who understands numbers better check if 2 following floats can be ints without imprecision, I'm scared of spaghettimonsters +float autocvar_g_mayhem_fraglimit; +float autocvar_g_mayhem_point_limit; +float mayhempointmultiplier = 1000/30; +void mayhem_Initialize(); + REGISTER_MUTATOR(mayhem, false) { MUTATOR_STATIC(); + MUTATOR_ONADD + { + mayhem_Initialize(); + } return 0; } diff --git a/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qc b/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qc index ec4cf81ac..51c68c200 100644 --- a/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qc +++ b/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qc @@ -1,6 +1,6 @@ #include "sv_tmayhem.qh" -// TODO? rename to teamdeathmatch +// TODO? rename to teammayhem? requires checking alias length int autocvar_g_tmayhem_teams; int autocvar_g_tmayhem_teams_override; @@ -8,9 +8,9 @@ bool autocvar_g_tmayhem_regenerate; string autocvar_g_tmayhem_weaponarena; bool autocvar_g_tmayhem_powerups; bool autocvar_g_tmayhem_selfdamage; -bool autocvar_g_tmayhem_frags2score; -bool autocvar_g_tmayhem_damage2score; -float autocvar_g_tmayhem_damage2score_multiplier; +int autocvar_g_tmayhem_scoringmethod; + + // code from here on is just to support maps that don't have team entities void tmayhem_SpawnTeam (string teamname, int teamcolor) @@ -47,6 +47,9 @@ void tmayhem_DelayedInit(entity this) void tmayhem_Initialize() { + if(autocvar_g_tmayhem_point_limit != 0 && autocvar_g_tmayhem_fraglimit != 0) + tmayhempointmultiplier = autocvar_g_tmayhem_point_limit / autocvar_g_tmayhem_fraglimit; + GameRules_teams(true); GameRules_spawning_teams(autocvar_g_tmayhem_team_spawns); GameRules_limit_score(autocvar_g_tmayhem_point_limit); @@ -138,44 +141,112 @@ MUTATOR_HOOKFUNCTION(tmayhem, Damage_Calculate) MUTATOR_HOOKFUNCTION(tmayhem, PlayerDamage_SplitHealthArmor) { - if(autocvar_g_tmayhem_damage2score){ - entity frag_attacker = M_ARGV(1, entity); - entity frag_target = M_ARGV(2, entity); - float frag_deathtype = M_ARGV(6, float); - float frag_damage = M_ARGV(7, float); - float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); - float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); - - float excess = max(0, frag_damage - damage_take - damage_save); - - if (frag_target != frag_attacker && IS_PLAYER(frag_attacker) && DIFF_TEAM(frag_target, frag_attacker)) - GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * autocvar_g_tmayhem_damage2score_multiplier); + switch(autocvar_g_tmayhem_scoringmethod) + { + //frags only + case 2: + { + return; + } + + //damage only + case 3: + { + entity frag_attacker = M_ARGV(1, entity); + entity frag_target = M_ARGV(2, entity); + float frag_deathtype = M_ARGV(6, float); + float frag_damage = M_ARGV(7, float); + float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); + float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); + + float excess = max(0, frag_damage - damage_take - damage_save); + + if (frag_target != frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * (1/(start_health + start_armorvalue))); - if (frag_target == frag_attacker && IS_PLAYER(frag_attacker) || SAME_TEAM(frag_target, frag_attacker)) - GameRules_scoring_add_team(frag_attacker, SCORE, (-1 * (frag_damage - excess)) * autocvar_g_tmayhem_damage2score_multiplier); + if (frag_target == frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * (1/(start_health + start_armorvalue))); - //handle hazard suiciding, check first if player has a registered attacker who most likely pushed them there - if (!IS_PLAYER(frag_attacker) && ( - frag_deathtype == DEATH_DROWN.m_id || - frag_deathtype == DEATH_HURTTRIGGER.m_id || - frag_deathtype == DEATH_CAMP.m_id || - frag_deathtype == DEATH_LAVA.m_id || - frag_deathtype == DEATH_SLIME.m_id)) - GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * autocvar_g_tmayhem_damage2score_multiplier); + //handle hazard suiciding, check first if player has a registered attacker who most likely pushed them there + if (!IS_PLAYER(frag_attacker) && ( + frag_deathtype == DEATH_DROWN.m_id || + frag_deathtype == DEATH_HURTTRIGGER.m_id || + frag_deathtype == DEATH_CAMP.m_id || + frag_deathtype == DEATH_LAVA.m_id || + frag_deathtype == DEATH_SLIME.m_id)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * (1/(start_health + start_armorvalue))); + + //when hp and armor values are checked when suiciding for some reason they are 0.9 hp and 0 armor regardless that player suicided with 200+200 + //AFAIK dynamic hp value checking is not possible, hardcoded start hp and armor + //FIXME: ^ , might require fixing hp+a check for suicides as a whole + if (frag_deathtype == DEATH_KILL.m_id) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * (1/(start_health + start_armorvalue))); + return; + } - //autocvar_g_tmayhem_frags2score is checked to avoid punishing twice for a suicide - //when hp and armor values are checked when suiciding for some reason they are 0.9 hp and 0 armor regardless that player suicided with 200+200 - //AFAIK dynamic hp value checking is not possible, hardcoded start hp and armor - //FIXME: ^ , might require fixing hp+a check for suicides as a whole - if (frag_deathtype == DEATH_KILL.m_id && !autocvar_g_tmayhem_frags2score) - GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * autocvar_g_tmayhem_damage2score_multiplier); + //combined damage and frags + default: + case 1: + { + entity frag_attacker = M_ARGV(1, entity); + entity frag_target = M_ARGV(2, entity); + float frag_deathtype = M_ARGV(6, float); + float frag_damage = M_ARGV(7, float); + float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); + float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); + + float excess = max(0, frag_damage - damage_take - damage_save); + + if (frag_target != frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * 0.75 * tmayhempointmultiplier * (1/(start_health + start_armorvalue))); + + if (frag_target == frag_attacker && IS_PLAYER(frag_attacker)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * 0.75 * tmayhempointmultiplier * (1/(start_health + start_armorvalue))); + + //handle hazard suiciding, check first if player has a registered attacker who most likely pushed them there + if (!IS_PLAYER(frag_attacker) && ( + frag_deathtype == DEATH_DROWN.m_id || + frag_deathtype == DEATH_HURTTRIGGER.m_id || + frag_deathtype == DEATH_CAMP.m_id || + frag_deathtype == DEATH_LAVA.m_id || + frag_deathtype == DEATH_SLIME.m_id)) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * 0.75 * tmayhempointmultiplier * (1/(start_health + start_armorvalue))); + + //when hp and armor values are checked when suiciding for some reason they are 0.9 hp and 0 armor regardless that player suicided with 200+200 + //AFAIK dynamic hp value checking is not possible, hardcoded start hp and armor + //FIXME: ^ , might require fixing hp+a check for suicides as a whole + if (frag_deathtype == DEATH_KILL.m_id) + GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * 0.75 * tmayhempointmultiplier * (1/(start_health + start_armorvalue))); + return; + } } } MUTATOR_HOOKFUNCTION(tmayhem, GiveFragsForKill, CBC_ORDER_FIRST) { - if(!autocvar_g_tmayhem_frags2score){ - M_ARGV(2, float) = 0; - return true; + switch(autocvar_g_tmayhem_scoringmethod) + { + //frags only + case 2: + { + //fix 999 score from 30 kills for example + M_ARGV(2, float) = 1 * tmayhempointmultiplier * 1.0001; + return true; + } + + //damage only + case 3: + { + M_ARGV(2, float) = 0; + return true; + } + + //combined damage and frags + default: + case 1: + { + M_ARGV(2, float) = 0.25 * tmayhempointmultiplier * 1.0001; + return true; + } } } diff --git a/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qh b/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qh index 59077fbad..920f314f4 100644 --- a/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qh +++ b/qcsrc/common/gamemodes/gamemode/tmayhem/sv_tmayhem.qh @@ -1,9 +1,12 @@ #pragma once #include -int autocvar_g_tmayhem_point_limit; -int autocvar_g_tmayhem_point_leadlimit; +//someone who understands numbers better check if 2 following floats can be ints without imprecision, I'm scared of spaghettimonsters +float autocvar_g_tmayhem_fraglimit; +float autocvar_g_tmayhem_point_limit; +float autocvar_g_tmayhem_point_leadlimit; bool autocvar_g_tmayhem_team_spawns; +float tmayhempointmultiplier = 1000/50; void tmayhem_Initialize(); REGISTER_MUTATOR(tmayhem, false) -- 2.39.2