entity spawnqueue_first;
entity spawnqueue_last;
entity champion;
-string champion_name;
float warmup;
-float ca_players;
-float required_ca_players;
.float caplayer;
void PutObserverInServer();
void PutClientInServer();
-void(entity e) ReturnFlag;
-void dom_controlpoint_setup();
-void onslaught_generator_reset();
-void onslaught_controlpoint_reset();
-void func_breakable_reset();
-void assault_objective_reset();
-void target_assault_roundend_reset();
float next_round;
-float stopalivecheck;
float redalive, bluealive, yellowalive, pinkalive;
float totalalive;
.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
-float redspawned, bluespawned, yellowspawned, pinkspawned;
-float totalspawned;
+float red_players, blue_players, yellow_players, pink_players;
+float total_players;
/**
* Resets the state of all clients, items, flags, runes, keys, weapons, waypoints, ... of the map.
race_ReadyRestart();
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT && self.items != IT_STRENGTH && self.items != IT_INVINCIBLE) // don't respawn strength or shield, that will only lead to them spawning very early each match
+ if(IS_NOT_A_CLIENT(self))
{
if(self.reset)
{
self.team = self.team_saved;
if(self.flags & FL_PROJECTILE) // remove any projectiles left
- {
- stopsound(self, CHAN_PAIN);
remove(self);
- }
}
// Waypoints and assault start come LAST
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+ if(IS_NOT_A_CLIENT(self))
{
if(self.reset2)
{
// on spawnpoint entities which have to be reset first --blub
if(dorespawn)
FOR_EACH_CLIENT(self) {
- if(self.flags & FL_CLIENT) // reset all players
+ if(IS_CLIENT(self)) // reset all players
{
if(g_arena)
{
}
else if(g_freezetag)
{
- if(self.classname == "player")
+ if(IS_PLAYER(self))
PutClientInServer();
}
else
if (restart_mapalreadyrestarted || (time < game_starttime))
{
//NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
- if (self.classname == "player") {
+ if (IS_PLAYER(self)) {
//PlayerScore_Clear(self);
if(g_lms)
PlayerScore_Add(self, SP_LMS_LIVES, LMS_NewPlayerLives());
}
if(g_keyhunt)
- kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound);
+ kh_Controller_SetThink_NoMsg(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), kh_StartRound);
if(g_arena)
- if(champion && champion.classname == "player" && player_count > 1)
+ if(champion && IS_PLAYER(champion) && player_count > 1)
UpdateFrags(champion, +1);
self = oldself;
* Blocks the players movement while countdown is active.
* Unblocks the player once the countdown is over.
*
- * Called in PlayerPostThink()
+ * Called in StartFrame()
*/
float roundStartTime_prev; // prevent networkspam
void Arena_Warmup()
{
float f;
- string msg;
- entity e;
+ entity e;
+ if(gameover)
+ {
+ if(warmup && time < warmup)
+ {
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic_Expire(e, CPID_ROUND_STARTING);
+ warmup = 0;
+ }
+ if(champion && g_arena)
+ {
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, strcat("The Champion is ", champion.netname));
+ champion = world;
+ }
+ return;
+ }
if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
f = ceil(warmup - time);
- if(f > 0)
- champion = world; // this is done because a if(champion) will not execute if champion = world
-
- allowed_to_spawn = 0;
if(inWarmupStage)
allowed_to_spawn = 1;
- if(ca_players < required_ca_players)
- allowed_to_spawn = 1;
+ else if(!g_ca)
+ allowed_to_spawn = 0;
- msg = NEWLINES;
if(time < warmup && !inWarmupStage)
{
if (g_ca)
allowed_to_spawn = 1;
if(champion && g_arena)
- msg = strcat("The Champion is ", champion_name, "^7\n");
- //centerprint(self, strcat(msg, "The Champion is ", champion.netname, "^7\n"));
+ {
+ FOR_EACH_REALCLIENT(e)
+ centerprint(e, strcat("The Champion is ", champion.netname));
+ }
if(f != roundStartTime_prev) {
- msg = strcat(msg, "Round will start in ", ftos(f),"\n");
- //centerprint(self, strcat("Round will start in ", ftos(f),"\n"));
roundStartTime_prev = f;
- if(f == 5)
- Announce("prepareforbattle");
- else if(f == 3)
- Announce("3");
- else if(f == 2)
- Announce("2");
- else if(f == 1)
- Announce("1");
-
- FOR_EACH_PLAYER(e)
- centerprint(e, msg);
+ if(g_ca && !(red_players && blue_players)) {
+ FOR_EACH_REALCLIENT(self)
+ Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
+ warmup = time + autocvar_g_ca_warmup;
+ } else {
+ if(f == 5)
+ Announce("prepareforbattle");
+ else if(f == 3)
+ Announce("3");
+ else if(f == 2)
+ Announce("2");
+ else if(f == 1)
+ Announce("1");
+
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
+ }
}
if (g_arena) {
- if(self.spawned && self.classname == "player")
- self.movetype = MOVETYPE_NONE;
-
- self.velocity = '0 0 0';
- self.avelocity = '0 0 0';
- self.movement = '0 0 0';
+ FOR_EACH_CLIENT(e)
+ {
+ if(e.spawned && IS_PLAYER(e))
+ e.player_blocked = 1;
+ }
}
}
-
else if(f > -1 && f != roundStartTime_prev)
{
roundStartTime_prev = f;
- Announce("begin");
- centerprint(self, "^1Begin!\n");
-
if(g_ca) {
- ca_players = 0;
-
- FOR_EACH_PLAYER(e)
- ca_players += 1;
+ if(red_players && blue_players)
+ allowed_to_spawn = 0;
+ else
+ reset_map(TRUE);
+ } else {
+ Announce("begin");
+ FOR_EACH_REALCLIENT(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
}
- if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
- self.movetype = MOVETYPE_WALK;
+ if(g_arena) {
+ FOR_EACH_CLIENT(e)
+ {
+ if(e.player_blocked)
+ e.player_blocked = 0;
+ }
+ }
}
+
+ // clear champion to avoid centerprinting again the champion msg
+ if (champion)
+ champion = world;
}
-void count_spawned_players()
+void count_players()
{
- // TODO fix "*spawned" name, it should rather be "*players" or so
- // not doing this now to prevent merge hell with Tag
- // fix after merging with Tag
-
// count amount of players in each team
- totalspawned = redspawned = bluespawned = yellowspawned = pinkspawned = 0;
+ total_players = red_players = blue_players = yellow_players = pink_players = 0;
FOR_EACH_PLAYER(self) {
if (self.team == COLOR_TEAM1)
{
- redspawned += 1;
- totalspawned += 1;
+ red_players += 1;
+ total_players += 1;
}
else if (self.team == COLOR_TEAM2)
{
- bluespawned += 1;
- totalspawned += 1;
+ blue_players += 1;
+ total_players += 1;
}
else if (self.team == COLOR_TEAM3)
{
- yellowspawned += 1;
- totalspawned += 1;
+ yellow_players += 1;
+ total_players += 1;
}
else if (self.team == COLOR_TEAM4)
{
- pinkspawned += 1;
- totalspawned += 1;
+ pink_players += 1;
+ total_players += 1;
}
}
}
*/
void Spawnqueue_Check()
{
- count_spawned_players();
- if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
+ if(warmup == 0 && g_ca && !inWarmupStage)
{
- count_alive_players();
+ if(red_players || blue_players)
+ reset_map(TRUE);
+ return;
}
if(time < warmup + 1 || inWarmupStage || intermission_running)
return;
if(g_ca) {
- required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1));
-
- if(ca_players < required_ca_players && (redspawned && bluespawned)) {
- reset_map(TRUE);
- }
- else if(ca_players < required_ca_players) {
- FOR_EACH_PLAYER(self)
- centerprint(self, strcat("^1Need at least 1 player in each team to play CA", "^7\n"));
+ if(allowed_to_spawn) // round is not started yet
return;
- }
- else if(!next_round) {
- if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
- next_round = time + 5;
- champion = find(world, classname, "player");
- if(champion_name)
- strunzone(champion_name);
- champion_name = strzone(champion.netname);
+ if(!next_round) {
+ if(!(redalive && bluealive)) {
+ // every player of (at least) one team is dead, round ends here
+ if(redalive) {
+ play2all("ctf/red_capture.wav");
+ FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
+ TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
+ }
+ else if(bluealive) {
+ play2all("ctf/blue_capture.wav");
+ FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
+ TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
+ }
+ else
+ FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
+ next_round = -1;
}
- else if((!redspawned && !bluespawned) || time - warmup > autocvar_g_ca_round_timelimit) {
- FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
+ else if(time - warmup > autocvar_g_ca_round_timelimit) {
+ FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
next_round = time + 5;
}
-
}
- if(!stopalivecheck)
- {
- if(redalive && !bluealive)
- {
- play2all("ctf/red_capture.wav");
- FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
- TeamScore_AddToTeam(COLOR_TEAM1, ST_SCORE, +1);
- stopalivecheck = TRUE;
- }
- else if(bluealive && !redalive)
- {
- play2all("ctf/blue_capture.wav");
- FOR_EACH_CLIENT(self) centerprint(self, "^4 BLUE ^7team wins the round.\n");
- TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
- stopalivecheck = TRUE;
- }
+ else if(next_round == -1) {
+ // wait for killed players to be put as spectators
+ if(!(red_players && blue_players))
+ next_round = time + 5;
}
-
- if((next_round && next_round < time))
+ else if((next_round > 0 && next_round < time))
{
- stopalivecheck = FALSE;
next_round = 0;
reset_map(TRUE);
}