some clean up and added sv_rounds_per_map variable

This commit is contained in:
Magnus Auvinen 2008-03-29 21:46:38 +00:00
parent e822830056
commit fd0f68a12c
3 changed files with 4 additions and 37 deletions

View file

@ -47,6 +47,7 @@ MACRO_CONFIG_INT(sv_warmup, 0, 0, 0)
MACRO_CONFIG_STR(sv_motd, 900, "")
MACRO_CONFIG_INT(sv_teamdamage, 0, 0, 1)
MACRO_CONFIG_STR(sv_maprotation, 512, "")
MACRO_CONFIG_INT(sv_rounds_per_map, 1, 1, 100)
MACRO_CONFIG_INT(sv_powerups, 1, 0, 1)
MACRO_CONFIG_INT(sv_scorelimit, 20, 0, 1000)
MACRO_CONFIG_INT(sv_timelimit, 0, 0, 1000)

View file

@ -121,6 +121,9 @@ void gameobject::cyclemap()
if(!strlen(config.sv_maprotation))
return;
if(round_count < config.sv_rounds_per_map-1)
return;
// handle maprotation
const char *map_rotation = config.sv_maprotation;
const char *current_map = config.sv_map;

View file

@ -1989,35 +1989,6 @@ player *closest_player(vec2 pos, float radius, entity *notthis)
return closest;
}
// TODO: should be more general
/*
player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
{
// Find other players
entity *ents[64];
vec2 dir = pos1 - pos0;
float radius = length(dir * 0.5f);
vec2 center = pos0 + dir * 0.5f;
const int types[] = {OBJTYPE_PLAYER_CHARACTER};
int num = world->find_entities(center, radius, ents, 64, types, 1);
for (int i = 0; i < num; i++)
{
// Check if entity is a player
if (ents[i] != notthis)
{
new_pos = ents[i]->pos;
return (player*)ents[i];
}
}
return 0;
}
*/
// Server hooks
void mods_tick()
{
@ -2083,20 +2054,12 @@ void mods_connected(int client_id)
{
players[client_id].init();
players[client_id].client_id = client_id;
//dbg_msg("game", "connected player='%d:%s'", client_id, server_clientname(client_id));
// Check which team the player should be on
if(config.sv_tournament_mode)
players[client_id].team = -1;
else
{
/*if(gameobj->gametype == GAMETYPE_DM)
players[client_id].team = 0;
else*/
players[client_id].team = gameobj->get_auto_team(client_id);
}
// send motd
NETMSG_SV_MOTD msg;