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Conflicts: src/engine/console.h src/engine/server.h src/engine/server/server.cpp src/engine/shared/config_variables.h src/engine/shared/console.cpp src/engine/shared/console.h src/engine/shared/network_server.cpp src/game/client/components/console.cpp src/game/client/components/console.h src/game/client/components/menus_browser.cpp src/game/client/gameclient.cpp src/game/editor/editor.cpp src/game/editor/editor.h src/game/editor/io.cpp src/game/editor/layer_tiles.cpp src/game/editor/popups.cpp src/game/gamecore.cpp src/game/mapitems.h src/game/server/entities/character.cpp src/game/server/entities/laser.cpp src/game/server/gamecontext.cpp src/game/server/gamecontroller.cpp src/game/server/gamecontroller.h src/game/server/gamemodes/ctf.cpp src/game/server/player.cpp src/game/variables.h
23 lines
690 B
C++
23 lines
690 B
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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/*
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#include "mod.h"
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CGameControllerMOD::CGameControllerMOD(class CGameContext *pGameServer)
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: IGameController(pGameServer)
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{
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// Exchange this to a string that identifies your game mode.
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// DM, TDM and CTF are reserved for teeworlds original modes.
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m_pGameType = "MOD";
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//m_GameFlags = GAMEFLAG_TEAMS; // GAMEFLAG_TEAMS makes it a two-team gamemode
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}
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void CGameControllerMOD::Tick()
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{
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// this is the main part of the gamemode, this function is run every tick
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IGameController::Tick();
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}
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*/
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