4 float Nagger_SendEntity(entity to, float sendflags)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER);
12 // 2 = player needs to ready up
14 // 8 = player needs to vote
42 if(!(nags & 4)) // no vote called? send no string
45 WriteByte(MSG_ENTITY, nags);
49 WriteByte(MSG_ENTITY, vote_yescount);
50 WriteByte(MSG_ENTITY, vote_nocount);
51 WriteByte(MSG_ENTITY, vote_needed_absolute);
52 WriteChar(MSG_ENTITY, to.vote_vote);
56 WriteString(MSG_ENTITY, votecalledvote_display);
60 for(i = 1; i <= maxclients; i += 8)
62 for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e))
63 if(clienttype(e) != CLIENTTYPE_REAL || e.ready)
65 WriteByte(MSG_ENTITY, f);
73 Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity);
75 void Nagger_VoteChanged()
78 nagger.SendFlags |= 128;
80 void Nagger_VoteCountChanged()
83 nagger.SendFlags |= 64;
85 void Nagger_ReadyCounted()
88 nagger.SendFlags |= 1;
92 string MapVote_Suggest(string m);
94 entity GetPlayer(string name)
100 if(substring(name, 0, 1) == "#") {
101 num = stof(substring(name, 1, 999));
102 if(num >= 1 && num <= maxclients) {
103 for((e = world); num > 0; --num, (e = nextent(e)))
105 //if(clienttype(e) == CLIENTTYPE_REAL)
106 if(e.classname == "player")
110 ns = strdecolorize(name);
111 FOR_EACH_REALPLAYER(e) {
112 if(!strcasecmp(strdecolorize(e.netname), ns)) {
120 //float ctf_clientcommand();
121 float readyrestart_happened;
122 .float lms_spectate_warning;
123 void spawnfunc_func_breakable();
125 .float cmd_floodtime;
126 .float cmd_floodcount;
127 float cmd_floodcheck()
129 if (timeoutStatus != 2)
131 if(time == self.cmd_floodtime)
133 self.cmd_floodcount += 1;
134 if(self.cmd_floodcount > 8)
139 self.cmd_floodtime = time;
140 self.cmd_floodcount = 1;
147 void SV_ParseClientCommand(string s) {
151 cmd_argc = tokenize_console(s);
153 cmd_name = strtolower(argv(0));
154 if(cmd_name != "reportcvar")
155 if(cmd_name != "sentcvar")
156 if(cmd_name != "pause")
157 if(cmd_name != "prespawn")
158 if(cmd_name != "spawn")
159 if(cmd_name != "begin")
165 if(MUTATOR_CALLHOOK(SV_ParseClientCommand))
166 return; // already handled
168 if(GameCommand_Vote(s, self)) {
170 } else if(GameCommand_MapVote(argv(0))) {
172 } else if(cmd_name == "checkfail") {
173 print(sprintf("CHECKFAIL: %s (%s) epically failed check %s\n", self.netname, self.netaddress, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1))));
175 } else if(cmd_name == "autoswitch") {
176 // be backwards compatible with older clients (enabled)
177 self.autoswitch = ("0" != argv(1));
178 string autoswitchmsg;
179 if (self.autoswitch) {
180 autoswitchmsg = "on";
182 autoswitchmsg = "off";
184 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
185 } else if(cmd_name == "clientversion") {
186 if not(self.flags & FL_CLIENT)
188 if (argv(1) == "$gameversion") {
189 //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.xonotic.com)^8";
190 // either that or someone wants to be funny
193 self.version = stof(argv(1));
195 if(self.version < autocvar_gameversion_min || self.version > autocvar_gameversion_max)
197 self.version_mismatch = 1;
198 ClientKill_TeamChange(-2); // observe
199 } else if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force) {
200 //JoinBestTeam(self, FALSE, TRUE);
201 } else if(teamplay && !autocvar_sv_spectate && !(self.team_forced > 0)) {
202 self.classname = "observer";
203 stuffcmd(self,"menu_showteamselect\n");
205 } else if(cmd_name == "reportcvar") { // old system
206 if(substring(argv(2), 0, 1) == "$") // undefined cvar: use the default value on the server then
208 s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
209 cmd_argc = tokenize_console(s);
212 } else if(cmd_name == "sentcvar") { // new system
213 if(cmd_argc == 2) // undefined cvar: use the default value on the server then
215 s = strcat(substring(s, argv_start_index(0), argv_end_index(1) - argv_start_index(0)), " \"", cvar_defstring(argv(1)), "\"");
216 cmd_argc = tokenize_console(s);
219 } else if(cmd_name == "spectate") {
222 if not(self.flags & FL_CLIENT)
228 if(self.lms_spectate_warning)
230 // mark player as spectator
231 PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
235 self.lms_spectate_warning = 1;
236 sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
240 if(self.classname == "player" && autocvar_sv_spectate == 1) {
241 ClientKill_TeamChange(-2); // observe
243 if(g_ca && self.caplayer && (self.classname == "spectator" || self.classname == "observer")) {
244 // in CA, allow a dead player to move to spectatators (without that, caplayer!=0 will be moved back to the player list)
245 sprint(self, "WARNING: you will spectate in the next round.\n");
248 } else if(cmd_name == "join") {
249 if not(self.flags & FL_CLIENT)
252 if (self.classname != "player" && !lockteams)
254 if(nJoinAllowed(1)) {
255 self.classname = "player";
258 PlayerScore_Clear(self);
259 bprint ("^4", self.netname, "^4 is playing now\n");
261 if(autocvar_g_campaign)
262 campaign_bots_may_start = 1;
265 //player may not join because of g_maxplayers is set
266 centerprint(self, PREVENT_JOIN_TEXT);
269 } else if( cmd_name == "selectteam" ) {
270 if not(self.flags & FL_CLIENT)
273 sprint( self, "selectteam can only be used in teamgames\n");
274 } else if(autocvar_g_campaign) {
275 //JoinBestTeam(self, 0);
276 } else if(self.team_forced > 0) {
277 sprint( self, "selectteam can not be used as your team is forced\n");
278 } else if(lockteams) {
279 sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
280 } else if( argv(1) == "red" ) {
281 if(self.team != COLOR_TEAM1 || self.deadflag != DEAD_NO)
282 ClientKill_TeamChange(COLOR_TEAM1);
284 sprint( self, "^7You already are on that team.\n");
285 } else if( argv(1) == "blue" ) {
286 if(self.team != COLOR_TEAM2 || self.deadflag != DEAD_NO)
287 ClientKill_TeamChange(COLOR_TEAM2);
289 sprint( self, "^7You already are on that team.\n");
290 } else if( argv(1) == "yellow" ) {
291 if(self.team != COLOR_TEAM3 || self.deadflag != DEAD_NO)
292 ClientKill_TeamChange(COLOR_TEAM3);
294 sprint( self, "^7You already are on that team.\n");
295 } else if( argv(1) == "pink" ) {
296 if(self.team != COLOR_TEAM4 || self.deadflag != DEAD_NO)
297 ClientKill_TeamChange(COLOR_TEAM4);
299 sprint( self, "^7You already are on that team.\n");
300 } else if( argv(1) == "auto" ) {
301 ClientKill_TeamChange(-1);
303 sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
305 } else if(cmd_name == "ready") {
306 if not(self.flags & FL_CLIENT)
310 || autocvar_sv_ready_restart || g_race_qualifying == 2)
312 if(!readyrestart_happened || autocvar_sv_ready_restart_repeatable)
314 if (self.ready) // toggle
317 bprint(self.netname, "^2 is ^1NOT^2 ready\n");
322 bprint(self.netname, "^2 is ready\n");
325 // cannot reset the game while a timeout is active!
329 sprint(self, "^1Game has already been restarted\n");
332 } else if(cmd_name == "maplist") {
333 sprint(self, maplist_reply);
334 } else if(cmd_name == "lsmaps") {
335 sprint(self, lsmaps_reply);
336 } else if(cmd_name == "lsnewmaps") {
337 sprint(self, lsnewmaps_reply);
338 } else if(cmd_name == "records") {
339 for(i = 0; i < 10; ++i)
340 sprint(self, records_reply[i]);
341 } else if(cmd_name == "ladder") {
342 sprint(self, ladder_reply);
343 } else if(cmd_name == "rankings") {
344 sprint(self, rankings_reply);
345 } else if(cmd_name == "voice") {
347 VoiceMessage(argv(1), substring(s, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
349 VoiceMessage(argv(1), "");
350 } else if(cmd_name == "say") {
352 Say(self, FALSE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
353 //clientcommand(self, formatmessage(s));
354 } else if(cmd_name == "say_team") {
356 Say(self, TRUE, world, substring(s, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), 1);
357 //clientcommand(self, formatmessage(s));
358 } else if(cmd_name == "tell") {
359 e = GetCommandPlayerSlotTargetFromTokenizedCommand(cmd_argc, 1);
360 if(e && cmd_argc > ParseCommandPlayerSlotTarget_firsttoken)
362 Say(self, FALSE, e, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)), TRUE);
366 if(cmd_argc > ParseCommandPlayerSlotTarget_firsttoken)
367 trigger_magicear_processmessage_forallears(self, -1, world, substring(s, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)));
368 sprint(self, "ERROR: usage: tell # playerid text...\n");
370 //clientcommand(self, formatmessage(s));
371 } else if(cmd_name == "info") {
372 cmd_name = builtin_cvar_string(strcat("sv_info_", argv(1))); // This needed fixed for the cvar check
374 sprint(self, "ERROR: unsupported info command\n");
376 wordwrap_sprint(cmd_name, 1111);
377 } else if(cmd_name == "suggestmap") {
378 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
379 } else if(cmd_name == "timeout") {
380 if not(self.flags & FL_CLIENT)
382 if(autocvar_sv_timeout) {
383 if(self.classname == "player") {
385 sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
390 sprint(self, "^7Error: only players can call a timeout!\n");
392 } else if(cmd_name == "timein") {
393 if not(self.flags & FL_CLIENT)
395 if(autocvar_sv_timeout) {
398 } else if(cmd_name == "teamstatus") {
399 Score_NicePrint(self);
400 } else if(cmd_name == "cvar_changes") {
401 sprint(self, cvar_changes);
402 } else if(cmd_name == "cvar_purechanges") {
403 sprint(self, cvar_purechanges);
404 } else if(CheatCommand(cmd_argc)) {
407 //if(ctf_clientcommand())
409 // grep for Cmd_AddCommand_WithClientCommand to find them all
410 if(cmd_name != "status")
411 //if(cmd_name != "say") // handled above
412 //if(cmd_name != "say_team") // handled above
413 if(cmd_name != "kill")
414 if(cmd_name != "pause")
415 if(cmd_name != "ping")
416 if(cmd_name != "name")
417 if(cmd_name != "color")
418 if(cmd_name != "rate")
419 if(cmd_name != "pmodel")
420 if(cmd_name != "playermodel")
421 if(cmd_name != "playerskin")
422 if(cmd_name != "prespawn")
423 if(cmd_name != "spawn")
424 if(cmd_name != "begin")
425 if(cmd_name != "pings")
426 if(cmd_name != "sv_startdownload")
427 if(cmd_name != "download")
429 print("WARNING: Invalid clientcommand by ", self.netname, ": ", s, "\n");
434 if(self.jointime > 0 && time > self.jointime + 10 && time > self.nickspamtime) // allow any changes in the first 10 seconds since joining
435 if(cmd_name == "name" || cmd_name == "playermodel") // TODO also playerskin and color?
437 if(self.nickspamtime == 0 || time > self.nickspamtime + autocvar_g_nick_flood_timeout)
438 // good, no serious flood
439 self.nickspamcount = 1;
441 self.nickspamcount += 1;
442 self.nickspamtime = time + autocvar_g_nick_flood_penalty;
444 if (timeoutStatus == 2) //when game is paused, no flood protection
445 self.nickspamcount = self.nickspamtime = 0;
448 clientcommand(self,s);
452 void ReadyRestartForce()
456 bprint("^1Server is restarting...\n");
461 if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) {
462 //we have to decrease timelimit to its original value again!!
464 newTL = autocvar_timelimit;
465 newTL -= checkrules_overtimesadded * autocvar_timelimit_overtime;
466 cvar_set("timelimit", ftos(newTL));
469 checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
472 readyrestart_happened = 1;
473 game_starttime = time;
474 if(!g_ca && !g_arena)
475 game_starttime += RESTART_COUNTDOWN;
476 restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
478 inWarmupStage = 0; //once the game is restarted the game is in match stage
480 //reset the .ready status of all players (also spectators)
481 FOR_EACH_CLIENTSLOT(e)
484 Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
486 if(autocvar_teamplay_lockonrestart && teamplay) {
488 bprint("^1The teams are now locked.\n");
491 //initiate the restart-countdown-announcer entity
492 if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena)
494 restartTimer = spawn();
495 restartTimer.think = restartTimer_Think;
496 restartTimer.nextthink = game_starttime;
499 //after a restart every players number of allowed timeouts gets reset, too
500 if(autocvar_sv_timeout)
502 FOR_EACH_REALPLAYER(e)
503 e.allowedTimeouts = autocvar_sv_timeout_number;
506 //reset map immediately if this cvar is not set
507 if (!autocvar_sv_ready_restart_after_countdown)
510 if(autocvar_sv_eventlog)
511 GameLogEcho(":restart");
516 // no arena, assault support yet...
517 if(g_arena | g_assault | gameover | intermission_running | race_completing)
518 localcmd("restart\n");
520 localcmd("\nsv_hook_gamerestart\n");
524 // reset ALL scores, but only do that at the beginning
525 //of the countdown if sv_ready_restart_after_countdown is off!
526 //Otherwise scores could be manipulated during the countdown!
527 if (!autocvar_sv_ready_restart_after_countdown)
532 * Counts how many players are ready. If not enough players are ready, the function
533 * does nothing. If all players are ready, the timelimit will be extended and the
534 * restart_countdown variable is set to allow other functions like PlayerPostThink
535 * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
536 * is not set the map will be resetted.
538 * Function is called after the server receives a 'ready' sign from a player.
547 FOR_EACH_REALPLAYER(e)
556 Nagger_ReadyCounted();
558 if(r) // at least one is ready
559 if(r == p) // and, everyone is ready
564 * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
567 void restartTimer_Think() {
568 restart_mapalreadyrestarted = 1;
576 * Checks whether the player who calls the timeout is allowed to do so.
577 * If so, it initializes the timeout countdown. It also checks whether another
578 * timeout was already running at this time and reacts correspondingly.
580 * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
581 * timeoutInitiator, timeoutStatus, timeoutHandler
583 * This function is called when a player issues the calltimeout command.
585 void evaluateTimeout() {
586 if (inWarmupStage && !g_warmup_allow_timeout)
587 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
588 if (time < game_starttime )
589 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
590 if (timeoutStatus != 2) {
591 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
592 if (autocvar_timelimit) {
593 //a timelimit was used
595 myTl = autocvar_timelimit;
597 float lastPossibleTimeout;
598 lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
600 if (lastPossibleTimeout < time - game_starttime)
601 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
604 //player may not call a timeout if he has no calls left
605 if (self.allowedTimeouts < 1)
606 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
607 //now all required checks are passed
608 self.allowedTimeouts -= 1;
609 bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
610 remainingTimeoutTime = autocvar_sv_timeout_length;
611 remainingLeadTime = autocvar_sv_timeout_leadtime;
612 timeoutInitiator = self;
613 if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
615 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
616 timeoutHandler = spawn();
617 timeoutHandler.think = timeoutHandler_Think;
619 timeoutHandler.nextthink = time; //always let the entity think asap
621 //inform all connected clients about the timeout call
622 Announce("timeoutcalled");
626 * Checks whether a player is allowed to resume the game. If he is allowed to do it,
627 * and the lead time for the timeout is still active, this countdown just will be aborted (the
628 * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
629 * value of the cvar sv_timeout_resumetime.
631 * This function is called when a player issues the resumegame command.
633 void evaluateTimein() {
635 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
636 if (self != timeoutInitiator)
637 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
638 if (timeoutStatus == 1) {
639 remainingTimeoutTime = timeoutStatus = 0;
640 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
641 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
643 else if (timeoutStatus == 2) {
644 //only shorten the remainingTimeoutTime if it makes sense
645 if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) {
646 bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
647 remainingTimeoutTime = autocvar_sv_timeout_resumetime;
648 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
651 sprint(self, "^7Error: Your resumegame call was discarded!\n");