]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
ReadyRestart: revert uncrustify regression, fixes #1585
authorTimePath <andrew.hardaker1995@gmail.com>
Sat, 14 Nov 2015 08:15:18 +0000 (19:15 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Sat, 14 Nov 2015 08:15:18 +0000 (19:15 +1100)
qcsrc/server/command/vote.qc

index 81d5136f9648949b18e8b7866059ea977eff7a2e..d861fbc7c0e56821a8a8988af4cc3bf9750015ff 100644 (file)
@@ -341,30 +341,25 @@ void VoteThink()
 // =======================
 
 // Resets the state of all clients, items, weapons, waypoints, ... of the map.
-void reset_map(float dorespawn)
+void reset_map(bool dorespawn)
 {
        SELFPARAM();
 
-       if (time <= game_starttime && round_handler_IsActive())
-               round_handler_Reset(game_starttime);
+       if (time <= game_starttime && round_handler_IsActive()) round_handler_Reset(game_starttime);
 
        MUTATOR_CALLHOOK(reset_map_global);
 
        for (entity e = world; (e = nextent(e)); )
        {
-               setself(e);
-               if (IS_NOT_A_CLIENT(self))
+               if (IS_NOT_A_CLIENT(e))
                {
-                       if (self.reset)
+                       if (e.reset)
                        {
-                               self.reset();
+                               WITH(entity, self, e, e.reset());
                                continue;
                        }
-
-                       if (self.team_saved) self.team = self.team_saved;
-
-                       if (self.flags & FL_PROJECTILE)  // remove any projectiles left
-                               remove(self);
+                       if (e.team_saved) e.team = e.team_saved;
+                       if (e.flags & FL_PROJECTILE) remove(e);  // remove any projectiles left
                }
        }
 
@@ -384,7 +379,7 @@ void reset_map(float dorespawn)
 
        entity e;
        FOR_EACH_PLAYER(e)
-       if (e.frozen) WITH(entity, self, e, Unfreeze(self));
+       if (e.frozen) WITH(entity, self, e, Unfreeze(e));
 
        // Moving the player reset code here since the player-reset depends
        // on spawnpoint entities which have to be reset first --blub
@@ -426,28 +421,29 @@ void reset_map(float dorespawn)
 void ReadyRestart_think()
 {
        SELFPARAM();
-       restart_mapalreadyrestarted = 1;
+       restart_mapalreadyrestarted = true;
        reset_map(true);
        Score_ClearAll();
-       remove(self);
+       remove(this);
 }
 
 // Forces a restart of the game without actually reloading the map // this is a mess...
 void ReadyRestart_force()
 {
-       entity tmp_player, restart_timer;
-
        bprint("^1Server is restarting...\n");
 
        VoteReset();
 
        // clear overtime, we have to decrease timelimit to its original value again.
-       if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)   cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime)));
+       if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)
+               cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime)));
        checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
 
-       readyrestart_happened = 1;
+       readyrestart_happened = true;
        game_starttime = time + RESTART_COUNTDOWN;
 
+       entity tmp_player;
+
        // clear player attributes
        FOR_EACH_CLIENT(tmp_player)
        {
@@ -456,7 +452,7 @@ void ReadyRestart_force()
                PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, 0));
        }
 
-       restart_mapalreadyrestarted = 0; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
+       restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
 
        // disable the warmup global for the server
        warmup_stage = 0;                // once the game is restarted the game is in match stage
@@ -464,7 +460,7 @@ void ReadyRestart_force()
        // reset the .ready status of all players (also spectators)
        FOR_EACH_REALCLIENT(tmp_player)
        {
-               tmp_player.ready = 0;
+               tmp_player.ready = false;
        }
        readycount = 0;
        Nagger_ReadyCounted();  // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
@@ -472,14 +468,15 @@ void ReadyRestart_force()
        // lock teams with lockonrestart
        if (autocvar_teamplay_lockonrestart && teamplay)
        {
-               lockteams = 1;
+               lockteams = true;
                bprint("^1The teams are now locked.\n");
        }
 
        // initiate the restart-countdown-announcer entity
        if (autocvar_sv_ready_restart_after_countdown)
        {
-               restart_timer = spawn();
+               entity restart_timer = new(restart_timer);
+               make_pure(restart_timer);
                restart_timer.think = ReadyRestart_think;
                restart_timer.nextthink = game_starttime;
        }
@@ -491,9 +488,11 @@ void ReadyRestart_force()
                {
                        tmp_player.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); }
-       if (autocvar_sv_eventlog)   GameLogEcho(":restart"); }
+       }
+    // reset map immediately if this cvar is not set
+    if (!autocvar_sv_ready_restart_after_countdown) reset_map(true);
+       if (autocvar_sv_eventlog) GameLogEcho(":restart");
+}
 
 void ReadyRestart()
 {
@@ -503,7 +502,7 @@ void ReadyRestart()
 
        // Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
        // Otherwise scores could be manipulated during the countdown.
-       if (!autocvar_sv_ready_restart_after_countdown)   Score_ClearAll();
+       if (!autocvar_sv_ready_restart_after_countdown) Score_ClearAll();
        ReadyRestart_force();
 }