X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcommand%2Fvote.qc;h=e34464f16cbc84a102bfc9de9367ec8fb1a5c967;hb=d0db4b5db11800d291fbdba93a67e8487fa033e2;hp=abdae75d5e73f62c6feed4bbf25ba8580e948a05;hpb=7775140ea10633a9ca9eefc5baec9d8ea971346f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/command/vote.qc b/qcsrc/server/command/vote.qc index abdae75d5..e34464f16 100644 --- a/qcsrc/server/command/vote.qc +++ b/qcsrc/server/command/vote.qc @@ -148,21 +148,21 @@ void VoteAccept() if(vote_caller) { vote_caller.vote_waittime = 0; } // people like your votes, you don't need to wait to vote again VoteReset(); - Announce("voteaccept"); + Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_ACCEPT); } void VoteReject() { bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 was rejected\n"); VoteReset(); - Announce("votefail"); + Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL); } void VoteTimeout() { bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2's vote for ", vote_called_display, "^2 timed out\n"); VoteReset(); - Announce("votefail"); + Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_FAIL); } void VoteSpam(float notvoters, float mincount, string result) @@ -319,6 +319,79 @@ void VoteThink() // Game logic for warmup // ======================= +// Resets the state of all clients, items, weapons, waypoints, ... of the map. +void reset_map(float dorespawn) +{ + entity oldself; + oldself = self; + + if(time <= game_starttime && round_handler_IsActive()) + round_handler_Reset(game_starttime); + + if(g_race || g_cts) + race_ReadyRestart(); + else MUTATOR_CALLHOOK(reset_map_global); + + for(self = world; (self = nextent(self)); ) + if(clienttype(self) == CLIENTTYPE_NOTACLIENT) + { + if(self.reset) + { + self.reset(); + continue; + } + + if(self.team_saved) + self.team = self.team_saved; + + if(self.flags & FL_PROJECTILE) // remove any projectiles left + remove(self); + } + + // Waypoints and assault start come LAST + for(self = world; (self = nextent(self)); ) + if(clienttype(self) == CLIENTTYPE_NOTACLIENT) + { + if(self.reset2) + { + self.reset2(); + continue; + } + } + + // Moving the player reset code here since the player-reset depends + // on spawnpoint entities which have to be reset first --blub + if(dorespawn) + if(!MUTATOR_CALLHOOK(reset_map_players)) + FOR_EACH_CLIENT(self) // reset all players + { + /* + 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)) + { + //NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players + if (IS_PLAYER(self)) { + //PlayerScore_Clear(self); + self.killcount = 0; + //stop the player from moving so that he stands still once he gets respawned + self.velocity = '0 0 0'; + self.avelocity = '0 0 0'; + self.movement = '0 0 0'; + PutClientInServer(); + } + } + } + + if(g_keyhunt) + kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round + (game_starttime - time), kh_StartRound); + + self = oldself; +} + // Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set) void ReadyRestart_think() { @@ -345,28 +418,35 @@ void ReadyRestart_force() checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0; readyrestart_happened = 1; - game_starttime = time; - if(!g_ca && !g_arena) { game_starttime += RESTART_COUNTDOWN; } - + game_starttime = time + RESTART_COUNTDOWN; + + // clear player attributes + FOR_EACH_CLIENT(tmp_player) + { + tmp_player.alivetime = 0; + tmp_player.killcount = 0; + PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, -PlayerStats_Event(tmp_player, PLAYERSTATS_ALIVETIME, 0)); + } + restart_mapalreadyrestarted = 0; // reset this var, needed when cvar sv_ready_restart_repeatable is in use // disable the warmup global for the server inWarmupStage = 0; // once the game is restarted the game is in match stage // reset the .ready status of all players (also spectators) - FOR_EACH_CLIENTSLOT(tmp_player) { tmp_player.ready = 0; } + FOR_EACH_REALCLIENT(tmp_player) { tmp_player.ready = 0; } readycount = 0; Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client // lock teams with lockonrestart - if(autocvar_teamplay_lockonrestart && teamplay) + if(autocvar_teamplay_lockonrestart && teamplay) { lockteams = 1; bprint("^1The teams are now locked.\n"); } //initiate the restart-countdown-announcer entity - if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena) + if(autocvar_sv_ready_restart_after_countdown) { restart_timer = spawn(); restart_timer.think = ReadyRestart_think; @@ -406,10 +486,13 @@ void ReadyCount() float ready_needed_factor, ready_needed_count; float t_ready = 0, t_players = 0; - FOR_EACH_REALPLAYER(tmp_player) + FOR_EACH_REALCLIENT(tmp_player) { - ++t_players; - if(tmp_player.ready) { ++t_ready; } + if(IS_PLAYER(tmp_player) || tmp_player.caplayer == 1) + { + ++t_players; + if(tmp_player.ready) { ++t_ready; } + } } readycount = t_ready; @@ -603,7 +686,7 @@ float VoteCommand_parse(entity caller, string vote_command, string vote_list, fl if(accepted > 0) { - string reason = ((argc > next_token) ? substring(vote_command, argv_start_index(next_token), argv_end_index(-1) - argv_start_index(next_token)) : "No reason provided"); + string reason = ((argc > next_token) ? substring(vote_command, argv_start_index(next_token), strlen(vote_command) - argv_start_index(next_token)) : "No reason provided"); string command_arguments; if(first_command == "kickban") @@ -718,7 +801,7 @@ void VoteCommand_call(float request, entity caller, float argc, string vote_comm } FOR_EACH_REALCLIENT(tmp_player) { ++tmp_playercount; } - if(tmp_playercount > 1) { Announce("votecall"); } // don't announce a "vote now" sound if player is alone + if(tmp_playercount > 1) { Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_CALL); } // don't announce a "vote now" sound if player is alone bprint("\{1}^2* ^3", GetCallerName(vote_caller), "^2 calls a vote for ", vote_called_display, "\n"); if(autocvar_sv_eventlog) { GameLogEcho(strcat(":vote:vcall:", ftos(vote_caller.playerid), ":", vote_called_display)); }