35 this.
cnt = teamcolor - 1;
36 this.
team = teamcolor;
46 LOG_TRACE(
"No \"tmayhem_team\" entities found on this map, creating them anyway.");
77 M_ARGV(1,
string) =
"tmayhem_team";
123 if (
M_ARGV(0,
string) ==
"0" ||
M_ARGV(0,
string) ==
"")
133 if (item.itemdef.instanceOfPowerup){
139 if (item.itemdef.instanceOfPowerup){
149 if (item.itemdef.instanceOfAmmo || item.itemdef.instanceOfWeaponPickup){
164 float frag_deathtype =
M_ARGV(3,
float);
166 float frag_mirrordamage =
M_ARGV(5,
float);
173 frag_mirrordamage = 0;
176 M_ARGV(5,
float) = frag_mirrordamage;
188 float frag_deathtype =
M_ARGV(6,
float);
195 if (total == 0)
return;
206 frag_attacker.total_damage_dealt += total;
210 frag_attacker.total_damage_dealt -= total;
212 scorer = frag_attacker;
224 frag_deathtype == DEATH_KILL.m_id ||
225 frag_deathtype == DEATH_DROWN.m_id ||
226 frag_deathtype == DEATH_HURTTRIGGER.m_id ||
227 frag_deathtype == DEATH_CAMP.m_id ||
228 frag_deathtype == DEATH_LAVA.m_id ||
229 frag_deathtype == DEATH_SLIME.m_id ||
230 frag_deathtype == DEATH_SWAMP.m_id))
253 it.total_damage_dealt = 0;
const int CBC_ORDER_FIRST
#define MUTATOR_HOOKFUNCTION(...)
const int CBC_ORDER_EXCLUSIVE
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
const int INITPRIO_GAMETYPE
#define new_pure(class)
purely logical entities (not linked to the area grid)
int autocvar_g_pickup_items
float autocvar_g_spawnshield_blockdamage
bool StatusEffects_active(StatusEffect this, entity actor)
void MayhemCalculatePlayerScore(entity scorer)
void GameRules_limit_score(int limit)
void GameRules_teams(bool value)
void GameRules_limit_lead(int limit)
#define GameRules_spawning_teams(value)
Used to disable team spawns in team modes.
int autocvar_g_tmayhem_teams_override
float autocvar_g_tmayhem_start_ammo_nails
float autocvar_g_tmayhem_start_health
bool autocvar_g_tmayhem_unlimited_ammo
int autocvar_g_tmayhem_teams
bool autocvar_g_tmayhem_rot
bool autocvar_g_tmayhem_pickup_items
bool autocvar_g_tmayhem_pickup_items_remove_weapons_and_ammo
bool autocvar_g_tmayhem_powerups
float autocvar_g_tmayhem_start_ammo_shells
void tmayhem_SpawnTeam(string teamname, int teamcolor)
float autocvar_g_tmayhem_start_armor
float autocvar_g_tmayhem_point_leadlimit
bool autocvar_g_tmayhem_selfdamage
float autocvar_g_tmayhem_start_ammo_fuel
float autocvar_g_tmayhem_start_ammo_rockets
void tmayhem_Initialize()
void tmayhem_DelayedInit(entity this)
bool autocvar_g_tmayhem_team_spawns
float autocvar_g_tmayhem_start_ammo_cells
string autocvar_g_tmayhem_weaponarena
bool autocvar_g_tmayhem_regenerate
float autocvar_g_tmayhem_point_limit
float autocvar_g_tmayhem_scoring_damage_weight
bool autocvar_g_tmayhem_scoring_disable_selfdamage2score
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
#define FOREACH_CLIENT(cond, body)
void InitializeEntity(entity e, void(entity this) func, int order)
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
float warmup_start_armorvalue