#include "vote.qh"
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
#include <common/command/_mod.qh>
#include "vote.qh"
// If the vote_caller is still here, return their name, otherwise vote_caller_name
string OriginalCallerName()
{
- if (IS_REAL_CLIENT(vote_caller)) return vote_caller.netname;
+ if (IS_REAL_CLIENT(vote_caller)) return playername(vote_caller, false);
return vote_caller_name;
}
void VoteReset()
{
- FOREACH_CLIENT(true, LAMBDA(it.vote_selection = 0));
+ FOREACH_CLIENT(true, { it.vote_selection = 0; });
if (vote_called)
{
}
}
+#define spectators_allowed (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || intermission_running)))
+
void VoteCount(float first_count)
{
// declarations
vote_accept_count = vote_reject_count = vote_abstain_count = 0;
- bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
-
float vote_player_count = 0, notvoters = 0;
float vote_real_player_count = 0, vote_real_accept_count = 0;
float vote_real_reject_count = 0, vote_real_abstain_count = 0;
Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), {
++vote_player_count;
if (IS_PLAYER(it)) ++vote_real_player_count;
switch (it.vote_selection)
}
default: break;
}
- ));
+ });
// Check to see if there are enough players on the server to allow master voting... otherwise, vote master could be used for evil.
if ((vote_called == VOTE_MASTER) && autocvar_sv_vote_master_playerlimit > vote_player_count)
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
void reset_map(bool dorespawn)
{
- if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
+ if (time <= game_starttime)
+ {
+ if (game_stopped)
+ return;
+ if (round_handler_IsActive())
+ round_handler_Reset(game_starttime);
+ }
MUTATOR_CALLHOOK(reset_map_global);
- FOREACH_ENTITY_ORDERED(IS_NOT_A_CLIENT(it), {
+ FOREACH_ENTITY_FLOAT_ORDERED(pure_data, false,
+ {
+ if(IS_CLIENT(it))
+ continue;
if (it.reset)
{
it.reset(it);
if (it.reset2) it.reset2(it);
});
- FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(Unfreeze(it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), { Unfreeze(it); });
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
{
if (!MUTATOR_CALLHOOK(reset_map_players))
{
- FOREACH_CLIENT(true, LAMBDA(
- /*
- only reset players if a restart countdown is active
- this can either be due to cvar sv_ready_restart_after_countdown having set
- restart_mapalreadyrestarted to 1 after the countdown ended or when
- sv_ready_restart_after_countdown is not used and countdown is still running
- */
- if (restart_mapalreadyrestarted || (time < game_starttime))
+ if (restart_mapalreadyrestarted || (time < game_starttime))
+ {
+ FOREACH_CLIENT(IS_PLAYER(it),
{
+ /*
+ only reset players if a restart countdown is active
+ this can either be due to cvar sv_ready_restart_after_countdown having set
+ restart_mapalreadyrestarted to 1 after the countdown ended or when
+ sv_ready_restart_after_countdown is not used and countdown is still running
+ */
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (IS_PLAYER(it))
- {
- // PlayerScore_Clear(it);
- it.killcount = 0;
- // stop the player from moving so that he stands still once he gets respawned
- it.velocity = '0 0 0';
- it.avelocity = '0 0 0';
- it.movement = '0 0 0';
- PutClientInServer(it);
- }
- }
- ));
+ // PlayerScore_Clear(it);
+ CS(it).killcount = 0;
+ // stop the player from moving so that he stands still once he gets respawned
+ it.velocity = '0 0 0';
+ it.avelocity = '0 0 0';
+ CS(it).movement = '0 0 0';
+ PutClientInServer(it);
+ });
+ }
}
}
}
// Forces a restart of the game without actually reloading the map // this is a mess...
void ReadyRestart_force()
{
+ if (time <= game_starttime && game_stopped)
+ return;
+
bprint("^1Server is restarting...\n");
VoteReset();
game_starttime = time + RESTART_COUNTDOWN;
// clear player attributes
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
it.alivetime = 0;
- it.killcount = 0;
+ CS(it).killcount = 0;
PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, 0));
- ));
+ });
restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
warmup_stage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(it.ready = false));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
// after a restart every players number of allowed timeouts gets reset, too
if (autocvar_sv_timeout)
{
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(it.allowed_timeouts = autocvar_sv_timeout_number));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; });
}
// reset map immediately if this cvar is not set
if (!autocvar_sv_ready_restart_after_countdown) reset_map(true);
void ReadyRestart()
{
- // no assault support yet...
- if (g_assault | gameover | intermission_running | race_completing) localcmd("restart\n");
+ if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || game_stopped || race_completing) localcmd("restart\n");
else localcmd("\nsv_hook_gamerestart\n");
// Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
float ready_needed_factor, ready_needed_count;
float t_ready = 0, t_players = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), {
++t_players;
if (it.ready) ++t_ready;
- ));
+ });
readycount = t_ready;
return true;
}
-float VoteCommand_parse(entity caller, string vote_command, string vote_list, float startpos, float argc)
+int VoteCommand_parse(entity caller, string vote_command, string vote_list, float startpos, float argc)
{
string first_command;
(autocvar_sv_vote_limit > 0)
&&
(strlen(substring(vote_command, argv_start_index(startpos), strlen(vote_command) - argv_start_index(startpos))) > autocvar_sv_vote_limit)
- ) return false;
+ ) return 0;
- if (!VoteCommand_checkinlist(first_command, vote_list)) return false;
+ if (!VoteCommand_checkinlist(first_command, vote_list)) return 0;
- if (!VoteCommand_checkargs(startpos, argc)) return false;
+ if (!VoteCommand_checkargs(startpos, argc)) return 0;
switch (first_command) // now go through and parse the proper commands to adjust as needed.
{
vote_parsed_command = strcat(first_command, " # ", ftos(etof(victim)), " ", command_arguments);
vote_parsed_display = strcat("^1", vote_command, " (^7", victim.netname, "^1): ", reason);
}
- else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return false; }
+ else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return 0; }
break;
}
case "gotomap": // re-direct all map selection commands to gotomap
{
vote_command = ValidateMap(argv(startpos + 1), caller);
- if (!vote_command) return false;
+ if (!vote_command) return -1;
vote_parsed_command = strcat("gotomap ", vote_command);
vote_parsed_display = strzone(strcat("^1", vote_parsed_command));
}
}
- return true;
+ return 1;
}
{
case CMD_REQUEST_COMMAND:
{
- bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
-
float tmp_playercount = 0;
+ int parse_error;
vote_command = VoteCommand_extractcommand(vote_command, 2, argc);
{
print_to(caller, "^1Syntax error in command, see 'vhelp' for more info.");
}
- else if (!VoteCommand_parse(caller, vote_command, autocvar_sv_vote_commands, 2, argc))
+ else if ((parse_error = VoteCommand_parse(caller, vote_command, autocvar_sv_vote_commands, 2, argc)) <= 0)
{
- print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
+ if(parse_error == 0)
+ print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
}
else // everything went okay, continue with calling the vote
msg_entity = caller;
}
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(++tmp_playercount));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++tmp_playercount; });
if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");
{
case "do":
{
+ int parse_error;
vote_command = VoteCommand_extractcommand(vote_command, 3, argc);
if (!caller.vote_master) { print_to(caller, "^1You do not have vote master privelages."); }
{
print_to(caller, "^1Syntax error in command, see 'vhelp' for more info.");
}
- else if (!VoteCommand_parse(caller, vote_command, strcat(autocvar_sv_vote_commands, " ", autocvar_sv_vote_master_commands), 3, argc))
+ else if ((parse_error = VoteCommand_parse(caller, vote_command, strcat(autocvar_sv_vote_commands, " ", autocvar_sv_vote_master_commands), 3, argc)) <= 0)
{
- print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
+ if(parse_error == 0)
+ print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
}
else // everything went okay, proceed with command
default: // calling a vote for master
{
- bool spectators_allowed = (!autocvar_sv_vote_nospectators || (autocvar_sv_vote_nospectators == 1 && (warmup_stage || gameover)));
-
if (!autocvar_sv_vote_master_callable) { print_to(caller, "^1Vote to become vote master is not allowed."); }
else if (vote_called)
{