41 if(fl == 0 || fl > 999)
106 first_player.winning = 1;
117 first_player.winning = 1;
176 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
177 if (lives > max_lives)
182 int second_max_lives = 0;
183 int pl_cnt_with_max_lives = 0;
185 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
186 if (lives == max_lives)
187 pl_cnt_with_max_lives++;
188 else if (lives > second_max_lives)
189 second_max_lives = lives;
197 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
198 if (lives == max_lives)
201 it.lms_leader = true;
205 it.lms_leader = false;
210 if (it.waypointsprite_attachedforcarrier)
211 WaypointSprite_Kill(it.waypointsprite_attachedforcarrier);
212 it.lms_leader = false;
228 CS(it).killcount = 0;
230 it.lms_spectate =
false;
239 it.lms_leader =
false;
240 if (it.waypointsprite_attachedforcarrier)
268 player.lms_spectate =
false;
349 if (!player.lms_spectate)
389 player.lms_spectate =
false;
407 player.lms_spectate =
true;
416 bool is_forced =
M_ARGV(1,
bool);
430 if (is_forced || player.killindicator_teamchange == -2)
431 player.lms_spectate =
true;
480 if (!it.waypointsprite_attachedforcarrier)
499 if (it.waypointsprite_attachedforcarrier)
518 if (player.waypointsprite_attachedforcarrier)
542 float vampire_factor = 0;
550 if (vampire_factor > 0)
575 player.respawn_time =
time + 2;
585 int lives = GameRules_scoring_add(it, LMS_LIVES, 0);
586 if (lives > max_lives)
629 if(!
cvar(
"g_use_ammunition"))
661 entity e =
new(item_extralife);
670 entity def = item.itemdef;
688 if(item.itemdef == ITEM_ExtraLife)
#define MUTATOR_HOOKFUNCTION(...)
const int CBC_ORDER_EXCLUSIVE
#define MUTATOR_RETURNVALUE
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
#define colormapPaletteColor(c, isPants)
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
#define autocvar_fraglimit
const int FRAGS_PLAYER_OUT_OF_GAME
const int FRAGS_SPECTATOR
const float EF_FULLBRIGHT
bool intermission_running
void Inventory_pickupitem(Pickup this, entity player)
#define PutClientInServer
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
#define TRANSMUTE(cname, this,...)
void WinningConditionHelper(entity this)
Sets the following results for the current scores entities.
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
void Item_CopyFields(entity this, entity to)
void StartItem(entity this, entity def)
int autocvar_g_pickup_items
float WinningConditionHelper_secondscore
second highest score
entity WinningConditionHelper_winner
the winning player, or NULL if none
float WinningConditionHelper_topscore
highest score
ClientState CS(Client this)
int autocvar_g_lms_last_join
int autocvar_g_lms_leader_lives_diff
void lms_RemovePlayer(entity player)
float autocvar_g_lms_dynamic_vampire_factor_base
float autocvar_g_lms_dynamic_vampire_factor_increase
bool lms_AddPlayer(entity player)
bool autocvar_g_lms_dynamic_vampire
float autocvar_g_lms_dynamic_respawn_delay_increase
bool lms_visible_leaders_prev
float autocvar_g_lms_dynamic_respawn_delay_base
float autocvar_g_lms_dynamic_vampire_factor_max
void lms_replace_with_extralife(entity this)
float autocvar_g_lms_leader_minpercent
bool autocvar_g_lms_items
float lms_visible_leaders_time
float last_forfeiter_health
int lms_leaders_lives_diff
float autocvar_g_lms_dynamic_respawn_delay_max
int autocvar_g_lms_extra_lives
float autocvar_g_lms_dynamic_respawn_delay
float autocvar_g_lms_forfeit_min_match_time
bool autocvar_g_lms_join_anytime
bool autocvar_g_lms_regenerate
float autocvar_g_lms_leader_wp_interval_jitter
float autocvar_g_lms_leader_wp_time
int WinningCondition_LMS()
float autocvar_g_lms_leader_wp_interval
bool lms_waypointsprite_visible_for_player(entity this, entity player, entity view)
float last_forfeiter_armorvalue
int autocvar_g_lms_dynamic_vampire_min_lives_diff
string autocvar_g_lms_weaponarena
#define INGAME_STATUS_JOINED
#define INGAME_STATUS_JOINING
#define GameRules_scoring_add(client, fld, value)
#define INGAME_STATUS_CLEAR(it)
#define INGAME_STATUS_SET(it, s)
#define INGAME_JOINING(it)
#define IS_REAL_CLIENT(v)
#define FOREACH_CLIENT(cond, body)
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
void WaypointSprite_Kill(entity wp)
void WaypointSprite_UpdateTeamRadar(entity e, entity icon, vector col)
void WaypointSprite_Ping(entity e)
entity WaypointSprite_AttachCarrier(entity spr, entity carrier, entity icon)
void WaypointSprite_UpdateRule(entity e, float t, float r)
const int SPRITERULE_DEFAULT
float warmup_start_ammo_cells
float warmup_start_ammo_rockets
float warmup_start_ammo_shells
float warmup_start_ammo_nails
float warmup_start_health
float warmup_start_ammo_fuel
bool sv_ready_restart_after_countdown
float warmup_start_armorvalue