-#include "../../common/command/command.qh"
+#include <common/command/command.qh>
#include "vote.qh"
#include "common.qh"
#include "../mutators/all.qh"
-#include "../../common/constants.qh"
-#include "../../common/mapinfo.qh"
-#include "../../common/notifications.qh"
-#include "../../common/playerstats.qh"
-#include "../../common/util.qh"
+#include <common/constants.qh>
+#include <common/mapinfo.qh>
+#include <common/notifications.qh>
+#include <common/playerstats.qh>
+#include <common/util.qh>
// =============================================
// Server side voting code, reworked by Samual
void VoteReset()
{
- entity tmp_player;
-
- FOR_EACH_CLIENT(tmp_player)
- {
- tmp_player.vote_selection = 0;
- }
+ FOREACH_CLIENT(true, LAMBDA(it.vote_selection = 0));
if (vote_called)
{
float vote_needed_of_voted, final_needed_votes;
float vote_factor_overall, vote_factor_of_voted;
- entity tmp_player;
-
Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOR_EACH_REALCLIENT(tmp_player)
- {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
++vote_player_count;
- if (IS_PLAYER(tmp_player)) ++vote_real_player_count;
- switch (tmp_player.vote_selection)
+ if (IS_PLAYER(it)) ++vote_real_player_count;
+ switch (it.vote_selection)
{
case VOTE_SELECT_REJECT:
{ ++vote_reject_count;
- { if (IS_PLAYER(tmp_player)) ++vote_real_reject_count; } break;
+ { if (IS_PLAYER(it)) ++vote_real_reject_count; } break;
}
case VOTE_SELECT_ACCEPT:
{ ++vote_accept_count;
- { if (IS_PLAYER(tmp_player)) ++vote_real_accept_count; } break;
+ { if (IS_PLAYER(it)) ++vote_real_accept_count; } break;
}
case VOTE_SELECT_ABSTAIN:
{ ++vote_abstain_count;
- { if (IS_PLAYER(tmp_player)) ++vote_real_abstain_count; } break;
+ { if (IS_PLAYER(it)) ++vote_real_abstain_count; } break;
}
default: break;
}
- }
+ ));
// Check to see if there are enough players on the server to allow master voting... otherwise, vote master could be used for evil.
if ((vote_called == VOTE_MASTER) && autocvar_sv_vote_master_playerlimit > vote_player_count)
if (it.reset2) WITH(entity, self, it, it.reset2());
));
- entity e;
- FOR_EACH_PLAYER(e)
- if (e.frozen) WITH(entity, self, e, Unfreeze(e));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(WITH(entity, self, it, Unfreeze(it))));
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
{
if (!MUTATOR_CALLHOOK(reset_map_players))
{
- FOR_EACH_CLIENT(e) // reset all players
- {
- setself(e);
+ FOREACH_CLIENT(true, LAMBDA(
+ setself(it);
/*
only reset players if a restart countdown is active
this can either be due to cvar sv_ready_restart_after_countdown having set
PutClientInServer();
}
}
- }
+ ));
setself(this);
}
readyrestart_happened = true;
game_starttime = time + RESTART_COUNTDOWN;
- entity tmp_player;
-
// clear player attributes
- FOR_EACH_CLIENT(tmp_player)
- {
- tmp_player.alivetime = 0;
- tmp_player.killcount = 0;
- PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(tmp_player, PLAYERSTATS_ALIVETIME, 0));
- }
+ FOREACH_CLIENT(true, LAMBDA(
+ it.alivetime = 0;
+ it.killcount = 0;
+ PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, 0));
+ ));
restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
warmup_stage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
- FOR_EACH_REALCLIENT(tmp_player)
- {
- tmp_player.ready = false;
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(it.ready = false));
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
// after a restart every players number of allowed timeouts gets reset, too
if (autocvar_sv_timeout)
{
- FOR_EACH_REALPLAYER(tmp_player)
- {
- tmp_player.allowed_timeouts = autocvar_sv_timeout_number;
- }
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(it.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);
// Count the players who are ready and determine whether or not to restart the match
void ReadyCount()
{
- entity tmp_player;
float ready_needed_factor, ready_needed_count;
float t_ready = 0, t_players = 0;
- FOR_EACH_REALCLIENT(tmp_player)
- {
- if (IS_PLAYER(tmp_player) || tmp_player.caplayer == 1)
- {
- ++t_players;
- if (tmp_player.ready) ++t_ready; }
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), LAMBDA(
+ ++t_players;
+ if (it.ready) ++t_ready;
+ ));
readycount = t_ready;
if (first_command == "kickban") command_arguments = strcat(ftos(autocvar_g_ban_default_bantime), " ", ftos(autocvar_g_ban_default_masksize), " ~");
else command_arguments = reason;
- vote_parsed_command = strcat(first_command, " # ", ftos(num_for_edict(victim)), " ", command_arguments);
+ vote_parsed_command = strcat(first_command, " # ", ftos(etof(victim)), " ", command_arguments);
vote_parsed_display = strcat("^1", vote_command, " (^7", victim.netname, "^1): ", reason);
}
else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return false; }
|| (autocvar_sv_vote_nospectators == 0));
float tmp_playercount = 0;
- entity tmp_player;
vote_command = VoteCommand_extractcommand(vote_command, 2, argc);
msg_entity = caller;
}
- FOR_EACH_REALCLIENT(tmp_player)
- {
- ++tmp_playercount;
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(++tmp_playercount));
if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, world, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");