#include <server/round_handler.qh>
#include <server/scores.qh>
#include <server/teamplay.qh>
+#include <server/weapons/accuracy.qh>
#include <server/world.qh>
// =============================================
// =======================
// Resets the state of all clients, items, weapons, waypoints, ... of the map.
-void reset_map(bool dorespawn)
+void reset_map(bool dorespawn, bool is_fake_round_start)
{
if (time <= game_starttime)
{
if (game_stopped)
return;
+
+ if (!is_fake_round_start)
+ {
+ Score_ClearAll();
+ PlayerStats_GameReport_Reset_All();
+ }
+
if (round_handler_IsActive())
round_handler_Reset(game_starttime);
}
shuffleteams_on_reset_map = false;
}
- FOREACH_CLIENT(IS_PLAYER(it),
- {
+ FOREACH_CLIENT(true, {
+ if (time <= game_starttime)
+ accuracy_reset(it); // for spectators too because weapon accuracy is persistent
+ if (!IS_PLAYER(it))
+ continue;
if (STAT(FROZEN, it))
Unfreeze(it, false);
player_powerups_remove_all(it);
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
void ReadyRestart_think(entity this)
{
- reset_map(true);
- Score_ClearAll();
+ reset_map(true, false);
delete(this);
}
// Forces a restart of the game without actually reloading the map // this is a mess...
-void ReadyRestart_force()
+void ReadyRestart_force(bool is_fake_round_start)
{
if (time <= game_starttime && game_stopped)
return;
-
- bprint("^1Server is restarting...\n");
+ if (!is_fake_round_start)
+ bprint("^1Match 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)));
- checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
-
+ checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = overtimes = 0;
+
if(warmup_stage)
game_starttime = time; // Warmup: No countdown in warmup
else
FOREACH_CLIENT(IS_PLAYER(it), {
it.alivetime = 0;
CS(it).killcount = 0;
- float val = PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, 0);
- PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, -val);
});
- // disable the warmup global for the server
- if(!warmup_stage)
+ // if we're ending the warmup stage call the corresponding hook
+ if(!is_fake_round_start && !warmup_stage)
localcmd("\nsv_hook_warmupend\n");
// reset the .ready status of all players (also spectators)
lockteams = !warmup_stage;
// initiate the restart-countdown-announcer entity
- if (sv_ready_restart_after_countdown && !warmup_stage)
+ if (!is_fake_round_start && sv_ready_restart_after_countdown && !warmup_stage)
{
entity restart_timer = new_pure(restart_timer);
setthink(restart_timer, ReadyRestart_think);
FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; });
}
- if (!sv_ready_restart_after_countdown || warmup_stage) reset_map(true);
+ if (!sv_ready_restart_after_countdown || warmup_stage)
+ reset_map(true, is_fake_round_start);
+
if (autocvar_sv_eventlog) GameLogEcho(":restart");
}
-void ReadyRestart(bool endWarmup)
+void ReadyRestart(bool forceWarmupEnd)
{
if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing) localcmd("restart\n");
else localcmd("\nsv_hook_readyrestart\n");
- // 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 (!sv_ready_restart_after_countdown) Score_ClearAll();
-
- if(endWarmup)
+ if(forceWarmupEnd)
warmup_stage = 0; // forcefully end warmup and go to match stage
else
- warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage anyway
+ warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage
- ReadyRestart_force();
+ ReadyRestart_force(false);
}
// Count the players who are ready and determine whether or not to restart the match
float ready_needed_factor, ready_needed_count;
float t_ready = 0, t_players = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
++t_players;
if (it.ready) ++t_ready;
});
break;
}
+ case "allready":
+ {
+ if(!warmup_stage) {
+ print_to(caller, "Game already started. Use the resetmatch command to restart the match.");
+ return -1;
+ }
+
+ vote_parsed_command = vote_command;
+ vote_parsed_display = strzone(strcat("^1", vote_command));
+ break;
+ }
+
default:
{
vote_parsed_command = vote_command;