Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
++vote_player_count;
- if (IS_PLAYER(it)) ++vote_real_player_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_player_count;
switch (it.vote_selection)
{
case VOTE_SELECT_REJECT:
- { ++vote_reject_count;
- { if (IS_PLAYER(it)) ++vote_real_reject_count; } break;
- }
+ ++vote_reject_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_reject_count;
+ break;
case VOTE_SELECT_ACCEPT:
- { ++vote_accept_count;
- { if (IS_PLAYER(it)) ++vote_real_accept_count; } break;
- }
+ ++vote_accept_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_accept_count;
+ break;
case VOTE_SELECT_ABSTAIN:
- { ++vote_abstain_count;
- { if (IS_PLAYER(it)) ++vote_real_abstain_count; } break;
- }
+ ++vote_abstain_count;
+ if (IS_PLAYER(it) || INGAME(it)) ++vote_real_abstain_count;
+ break;
default: break;
}
});
{
// PlayerScore_Clear(it);
CS(it).killcount = 0;
- // stop the player from moving so that he stands still once he gets respawned
+ // stop the player from moving so that they stand still once they get respawned
it.velocity = '0 0 0';
it.avelocity = '0 0 0';
CS(it).movement = '0 0 0';