}
else
{
- centerprint(client, strcat("^3", admin_name(), ":\n^7", admin_message));
- sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: ", admin_message, "\n"));
+ Send_Notification(NOTIF_ONE_ONLY, client, MSG_MULTI, MULTI_ADMINMESSAGE, admin_name(), admin_message);
}
successful = strcat(successful, (successful ? ", " : ""), client.netname);
{
case CMD_REQUEST_COMMAND:
{
- entity client;
- string result1 = (argv(2) ? strcat("^7", argv(1), "^3!\n") : "^1HEADS^3!\n");
- string result2 = (argv(2) ? strcat("^7", argv(2), "^3!\n") : "^4TAILS^3!\n");
+ string result1 = (argv(2) ? strcat("^7", argv(1)) : "^1HEADS");
+ string result2 = (argv(2) ? strcat("^7", argv(2)) : "^4TAILS");
string choice = ((random() > 0.5) ? result1 : result2);
- FOR_EACH_CLIENT(client)
- centerprint(client, strcat("^3Throwing coin... Result: ", choice));
- bprint(strcat("^3Throwing coin... Result: ", choice));
+ Send_Notification(NOTIF_ALL, world, MSG_MULTI, MULTI_COINTOSS, choice);
+
return;
}
MapInfo_SwitchGameType(t);
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
if(MapInfo_count > 0)
+ {
+ // update lsmaps in case the gametype changed, this way people can easily list maps for it
+ if(lsmaps_reply != "") { strunzone(lsmaps_reply); }
+ lsmaps_reply = strzone(getlsmaps());
bprint("Game type successfully switched to ", s, "\n");
+ }
else
{
bprint("Cannot use this game type: no map for it found\n");
string targets = strreplace(",", " ", argv(1));
string original_targets = strreplace(" ", ", ", targets);
string destination = argv(2);
- string notify = argv(3);
string successful, t;
successful = string_null;
// Where are we putting this player?
if(destination == "spec" || destination == "spectator")
{
- if(client.classname != "spectator" && client.classname != "observer")
+ if(!IS_SPEC(client) && !IS_OBSERVER(client))
{
self = client;
PutObserverInServer();
}
else
{
- if(client.classname != "spectator" && client.classname != "observer")
+ if(!IS_SPEC(client) && !IS_OBSERVER(client))
{
if(teamplay)
{
// set up
- float team_color;
+ float team_id;
float save = client.team_forced;
client.team_forced = 0;
// find the team to move the player to
- team_color = ColourToNumber(destination);
- if(team_color == client.team) // already on the destination team
+ team_id = Team_ColorToTeam(destination);
+ if(team_id == client.team) // already on the destination team
{
// keep the forcing undone
- print("Player ", ftos(GetFilteredNumber(t)), " (", client.netname, ") is already on the ", ColoredTeamName(client.team), (targets ? ", skipping to next player.\n" : ".\n"));
+ print("Player ", ftos(GetFilteredNumber(t)), " (", client.netname, ") is already on the ", Team_ColoredFullName(client.team), (targets ? "^7, skipping to next player.\n" : "^7.\n"));
continue;
}
- else if(team_color == 0) // auto team
+ else if(team_id == 0) // auto team
{
- team_color = NumberToTeamNumber(FindSmallestTeam(client, FALSE));
+ team_id = Team_NumberToTeam(FindSmallestTeam(client, FALSE));
}
else
{
client.team_forced = save;
// Check to see if the destination team is even available
- switch(team_color)
+ switch(team_id)
{
- case COLOR_TEAM1: if(c1 == -1) { print("Sorry, can't move player to red team if it doesn't exist.\n"); return; } break;
- case COLOR_TEAM2: if(c2 == -1) { print("Sorry, can't move player to blue team if it doesn't exist.\n"); return; } break;
- case COLOR_TEAM3: if(c3 == -1) { print("Sorry, can't move player to yellow team if it doesn't exist.\n"); return; } break;
- case COLOR_TEAM4: if(c4 == -1) { print("Sorry, can't move player to pink team if it doesn't exist.\n"); return; } break;
+ case NUM_TEAM_1: if(c1 == -1) { print("Sorry, can't move player to red team if it doesn't exist.\n"); return; } break;
+ case NUM_TEAM_2: if(c2 == -1) { print("Sorry, can't move player to blue team if it doesn't exist.\n"); return; } break;
+ case NUM_TEAM_3: if(c3 == -1) { print("Sorry, can't move player to yellow team if it doesn't exist.\n"); return; } break;
+ case NUM_TEAM_4: if(c4 == -1) { print("Sorry, can't move player to pink team if it doesn't exist.\n"); return; } break;
default: print("Sorry, can't move player here if team ", destination, " doesn't exist.\n"); return;
}
// If so, lets continue and finally move the player
client.team_forced = 0;
- MoveToTeam(client, team_color, 6, stof(notify));
+ MoveToTeam(client, team_id, 6);
successful = strcat(successful, (successful ? ", " : ""), client.netname);
- print("Player ", ftos(GetFilteredNumber(t)), " (", client.netname, ") has been moved to the ", ColoredTeamName(team_color), ".\n");
+ print("Player ", ftos(GetFilteredNumber(t)), " (", client.netname, ") has been moved to the ", Team_ColoredFullName(team_id), "^7.\n");
continue;
}
else
print("Incorrect parameters for ^2moveplayer^7\n");
case CMD_REQUEST_USAGE:
{
- print("\nUsage:^3 sv_cmd moveplayer clients destination [notify]\n");
+ print("\nUsage:^3 sv_cmd moveplayer clients destination\n");
print(" 'clients' is a list (separated by commas) of player entity ID's or nicknames\n");
print(" 'destination' is what to send the player to, be it team or spectating\n");
print(" Full list of destinations here: \"spec, spectator, red, blue, yellow, pink, auto.\"\n");
- print(" 'notify' is whether or not to send messages notifying of the move. Detail below.\n");
- print(" 0 (00) automove centerprint, admin message; 1 (01) automove centerprint, no admin message\n");
- print(" 2 (10) no centerprint, admin message; 3 (11) no centerprint, no admin message\n");
print("Examples: sv_cmd moveplayer 1,3,5 red 3\n");
print(" sv_cmd moveplayer 2 spec \n");
print("See also: ^2allspec, shuffleteams^7\n");
entity plr;
FOR_EACH_CLIENT(plr) //give every spectator <g_maxplayers_spectator_blocktime> seconds time to become a player
{
- if(plr.classname == "spectator" || plr.classname == "observer")
+ if(IS_SPEC(plr) || IS_OBSERVER(plr))
{
plr.spectatortime = time;
- sprint(plr, strcat("^7You have to become a player within the next ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
+ Send_Notification(NOTIF_ONE_ONLY, plr, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
}
}
bprint(strcat("^7All spectators will be automatically kicked when not joining the game after ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds!\n"));
x = (t_players / t_teams);
x = ((i == 1) ? ceil(x) : floor(x));
- team_color = NumberToTeamNumber(i);
+ team_color = Team_NumberToTeam(i);
// sort through the random list of players made earlier
for(z = 1; z <= maxclients; ++z)
self = edict_num(shuffleteams_players[z]);
if(self.team != team_color)
- MoveToTeam(self, team_color, 6, 0);
+ MoveToTeam(self, team_color, 6);
shuffleteams_players[z] = 0;
shuffleteams_teams[i] = shuffleteams_teams[i] + 1;
// This... is a fairly dangerous and powerful command... - It allows any arguments to be sent to a client via rcon.
// Because of this, it is disabled by default and must be enabled by the server owner when doing compilation. That way,
// we can be certain they understand the risks of it... So to enable, compile server with -DSTUFFTO_ENABLED argument.
-
+
#ifdef STUFFTO_ENABLED
#message "stuffto command enabled"
switch(request)
case "walk":
{
- if(argc == 3)
+ if(argc == 4)
{
e = nextent(world);
- if(tracewalk(e, stov(argv(1)), e.mins, e.maxs, stov(argv(2)), MOVE_NORMAL))
+ if(tracewalk(e, stov(argv(2)), e.mins, e.maxs, stov(argv(3)), MOVE_NORMAL))
print("can walk\n");
else
print("cannot walk\n");
case "showline":
{
- if(argc == 3)
+ if(argc == 4)
{
- vv = stov(argv(1));
- dv = stov(argv(2));
+ vv = stov(argv(2));
+ dv = stov(argv(3));
traceline(vv, dv, MOVE_NORMAL, world);
trailparticles(world, particleeffectnum("TR_NEXUIZPLASMA"), vv, trace_endpos);
trailparticles(world, particleeffectnum("TR_CRYLINKPLASMA"), trace_endpos, dv);
// ==================================
// Do not hard code aliases for these, instead create them in commands.cfg... also: keep in alphabetical order, please ;)
-// Common commands have double indentation to separate them a bit.
#define SERVER_COMMANDS(request,arguments,command) \
SERVER_COMMAND("adminmsg", GameCommand_adminmsg(request, arguments), "Send an admin message to a client directly") \
SERVER_COMMAND("allready", GameCommand_allready(request), "Restart the server and reset the players") \