15 if(!
g_tdm || !this.
cnt) {
delete(
this);
return; }
25 this.
cnt = teamcolor - 1;
26 this.
team = teamcolor;
27 this.spawnfunc_checked =
true;
36 LOG_TRACE(
"No \"tdm_team\" entities found on this map, creating them anyway.");
65 M_ARGV(1,
string) =
"tdm_team";
const int CBC_ORDER_EXCLUSIVE
void GameRules_spawning_teams(bool value)
Used to disable team spawns in team modes.
int autocvar_g_tdm_point_leadlimit
void GameRules_limit_score(int limit)
bool autocvar_g_tdm_team_spawns
int autocvar_g_tdm_teams_override
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
void GameRules_teams(bool value)
void tdm_SpawnTeam(string teamname, int teamcolor)
void InitializeEntity(entity e, void(entity this) func, int order)
void GameRules_limit_lead(int limit)
#define new_pure(class)
purely logical entities (.origin doesn't work)
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings...
void tdm_DelayedInit(entity this)
MUTATOR_HOOKFUNCTION(tdm, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
int autocvar_g_tdm_point_limit