27 if (limit < 0)
return;
37 if (limit < 0)
return;
47 if (limit < 0)
return;
57 if (limit < 0)
return;
75 client.(decimal_field) += value;
76 float score_counter = client.(decimal_field) / score_factor;
77 if (score_counter >= -0.5 && score_counter < 0.5)
81 int points =
floor(score_counter + 0.5);
84 client.(decimal_field) -= points * score_factor;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define autocvar_timelimit_override
#define autocvar_fraglimit_override
const int SERVERFLAG_TEAMPLAY
float PlayerTeamScore_Add(entity player, PlayerScoreField pscorefield, float tscorefield, float score)
Adds a score to both the player and the team.
float PlayerScore_Add(entity player, PlayerScoreField scorefield, float score)
Adds a score to the player's scores.
void GameRules_limit_score(int limit)
bool GameRules_limit_lead_initialized
float _GameRules_scoring_add_float2int(entity client, entity sp, int st, float value,.float decimal_field, float score_factor, bool team)
Accumulates the decimal part of the score to player.
void GameRules_limit_fallbacks()
Set any unspecified rules to their defaults.
bool GameRules_limit_time_qualifying_initialized
bool GameRules_limit_score_initialized
void GameRules_teams(bool value)
bool GameRules_limit_time_initialized
void GameRules_limit_time_qualifying(int limit)
void GameRules_limit_lead(int limit)
void GameRules_limit_time(int limit)
#define GameRules_spawning_teams(value)
Used to disable team spawns in team modes.
int autocvar_leadlimit_override