-#ifndef VOTE_H
-#define VOTE_H
+#pragma once
// ================================================
// Declarations for the vote system/vote commands
const float VOTE_MASTER = 2;
// global vote information declarations
-entity vote_caller; // original caller of the current vote
-float vote_called; // stores status of current vote (See VOTE_*)
-float vote_endtime; // time when the vote is finished
-float vote_accept_count; // total amount of players who accept the vote (counted by VoteCount() function)
-float vote_reject_count; // same as above, but rejected
-float vote_abstain_count; // same as above, but abstained
-float vote_needed_overall; // total amount of players NEEDED for a vote to pass (based on sv_vote_majority_factor)
-.float vote_master; // flag for if the player has vote master privelages
-.float vote_waittime; // flag for how long the player must wait before they can vote again
-.float vote_selection; // flag for which vote selection the player has made (See VOTE_SELECT_*)
+entity vote_caller; // original caller of the current vote
+string vote_caller_name; // name of the vote caller
+float vote_called; // stores status of current vote (See VOTE_*)
+float vote_endtime; // time when the vote is finished
+float vote_accept_count; // total amount of players who accept the vote (counted by VoteCount() function)
+float vote_reject_count; // same as above, but rejected
+float vote_abstain_count; // same as above, but abstained
+float vote_needed_overall; // total amount of players NEEDED for a vote to pass (based on sv_vote_majority_factor)
+.float vote_master; // flag for if the player has vote master privelages
+.float vote_waittime; // flag for how long the player must wait before they can vote again
+.float vote_selection; // flag for which vote selection the player has made (See VOTE_SELECT_*)
string vote_called_command; // command sent by client
string vote_called_display; // visual string of command sent by client
string vote_parsed_command; // command which is fixed after being parsed
// warmup and nagger stuff
const float RESTART_COUNTDOWN = 10;
entity nagger;
-float readycount; // amount of players who are ready
-float readyrestart_happened; // keeps track of whether a restart has already happened
+float readycount; // amount of players who are ready
+float readyrestart_happened; // keeps track of whether a restart has already happened
float restart_mapalreadyrestarted; // bool, indicates whether reset_map() was already executed
-.float ready; // flag for if a player is ready
+.float ready; // flag for if a player is ready
void reset_map(float dorespawn);
void ReadyCount();
void ReadyRestart_force();
-#endif
+void VoteCount(float first_count);