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 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.
entity oldself;
oldself = self;
- if(g_arena && cvar("g_arena_warmup"))
- warmup = time + cvar("g_arena_warmup");
+ if(g_arena && autocvar_g_arena_warmup)
+ warmup = time + autocvar_g_arena_warmup;
else if(g_ca) {
- warmup = time + cvar("g_ca_warmup");
+ warmup = time + autocvar_g_ca_warmup;
allowed_to_spawn = 1;
}
else if(g_freezetag)
{
- warmup = time + cvar("g_freezetag_warmup");
+ warmup = time + autocvar_g_freezetag_warmup;
}
lms_lowest_lives = 999;
race_ReadyRestart();
for(self = world; (self = nextent(self)); )
- if(clienttype(self) == CLIENTTYPE_NOTACLIENT)
+ 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(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
}
if(g_keyhunt)
- kh_Controller_SetThink(cvar("g_balance_keyhunt_delay_round")+(game_starttime - time), "", kh_StartRound);
+ kh_Controller_SetThink(autocvar_g_balance_keyhunt_delay_round+(game_starttime - time), "", kh_StartRound);
if(g_arena)
if(champion && champion.classname == "player" && player_count > 1)
{
float f;
string msg;
+ entity e;
if((!g_arena && !g_ca && !g_freezetag) || (g_arena && !arena_roundbased) || (time < game_starttime))
return;
- if(g_freezetag &&
- !((redspawned >= 1 && bluespawned >= 1)
- || (redspawned >= 1 && yellowspawned >= 1)
- || (redspawned >= 1 && pinkspawned >= 1)
- || (bluespawned >= 1 && yellowspawned >= 1)
- || (bluespawned >= 1 && pinkspawned >= 1)
- || (yellowspawned >= 1 && pinkspawned >= 1)))
- {
- warmup = time + cvar("g_freezetag_warmup");
- }
-
f = ceil(warmup - time);
if(f > 0)
champion = world; // this is done because a if(champion) will not execute if champion = world
else if(f == 1)
Announce("1");
- centerprint(self, msg);
+ FOR_EACH_PLAYER(e)
+ centerprint(e, msg);
}
if (g_arena) {
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.movement = '0 0 0';
- //self.fixangle = TRUE;
}
}
if(g_ca) {
ca_players = 0;
- FOR_EACH_PLAYER(self)
+ FOR_EACH_PLAYER(e)
ca_players += 1;
}
- }
- if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
- self.movetype = MOVETYPE_WALK;
+ if(self.classname == "player" && self.health > 0 && self.movetype == MOVETYPE_NONE)
+ self.movetype = MOVETYPE_WALK;
+ }
}
-/**
- * This function finds out whether an arena round is over 1 player is left.
- * It determines the last player who's still alive and saves it's entity reference
- * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
- *
- * Gets called in StartFrame()
- */
-void Spawnqueue_Check()
+
+void count_players()
{
- // check the amount of spawned players in each team
- redspawned = bluespawned = yellowspawned = pinkspawned = 0;
+ // count amount of players in each team
+ total_players = red_players = blue_players = yellow_players = pink_players = 0;
FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1) redspawned += 1;
- else if (self.team == COLOR_TEAM2) bluespawned += 1;
- else if (self.team == COLOR_TEAM3) yellowspawned += 1;
- else if (self.team == COLOR_TEAM4) pinkspawned += 1;
+ if (self.team == COLOR_TEAM1)
+ {
+ red_players += 1;
+ total_players += 1;
+ }
+ else if (self.team == COLOR_TEAM2)
+ {
+ blue_players += 1;
+ total_players += 1;
+ }
+ else if (self.team == COLOR_TEAM3)
+ {
+ yellow_players += 1;
+ total_players += 1;
+ }
+ else if (self.team == COLOR_TEAM4)
+ {
+ pink_players += 1;
+ total_players += 1;
+ }
}
+}
- if(g_ca) // we want to perform this before the return block below...
+void count_alive_players()
+{
+ totalalive = redalive = bluealive = yellowalive = pinkalive = 0;
+ if(g_ca)
{
- // this is STUPID to perform again, but has to be done so that we can give instant feedback when a round ends
- // and so the code won't start searching for a champion using find() before all players are actually REMOVED
- redalive = 0; bluealive = 0;
FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1 && self.health >= 1) redalive += 1;
- else if (self.team == COLOR_TEAM2 && self.health >= 1) bluealive += 1;
+ if (self.team == COLOR_TEAM1 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
}
- // as if the above stuff wasn't stupid enough, let's run it a third time! :D
- // (so that we can send redalive/bluealive as a stat)
- FOR_EACH_PLAYER(self) {
+ FOR_EACH_REALCLIENT(self) {
self.redalive_stat = redalive;
self.bluealive_stat = bluealive;
}
}
else if(g_freezetag)
{
- redalive = bluealive = yellowalive = pinkalive = 0;
+ // count amount of alive players in each team
FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1) redalive += 1;
- else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1) bluealive += 1;
- else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1) yellowalive += 1;
- else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1) pinkalive += 1;
+ if (self.team == COLOR_TEAM1 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ redalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM2 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ bluealive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM3 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ yellowalive += 1;
+ totalalive += 1;
+ }
+ else if (self.team == COLOR_TEAM4 && self.freezetag_frozen == 0 && self.health >= 1)
+ {
+ pinkalive += 1;
+ totalalive += 1;
+ }
}
- FOR_EACH_PLAYER(self) {
+ FOR_EACH_REALCLIENT(self) {
self.redalive_stat = redalive;
self.bluealive_stat = bluealive;
self.yellowalive_stat = yellowalive;
self.pinkalive_stat = pinkalive;
}
}
- if(time < warmup + 1 || inWarmupStage)
+
+}
+
+/**
+ * This function finds out whether an arena round is over 1 player is left.
+ * It determines the last player who's still alive and saves it's entity reference
+ * in the global variable 'champion'. Then the new enemy/enemies are put into the server.
+ *
+ * Gets called in StartFrame()
+ */
+void Spawnqueue_Check()
+{
+ count_players();
+ if(g_ca || g_freezetag) // we want to perform this before the return block below (CA)...
+ {
+ count_alive_players();
+ }
+ if(time < warmup + 1 || inWarmupStage || intermission_running)
return;
if(g_ca) {
- required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
+ required_ca_players = max(2, fabs(autocvar_bot_vs_human + 1));
- if(ca_players < required_ca_players && (redspawned && bluespawned)) {
+ if(ca_players < required_ca_players && (red_players && blue_players)) {
reset_map(TRUE);
}
else if(ca_players < required_ca_players) {
return;
}
else if(!next_round) {
- if((redspawned && !bluespawned) || (bluespawned && !redspawned)) {
+ if((red_players && !blue_players) || (blue_players && !red_players)) {
next_round = time + 5;
champion = find(world, classname, "player");
if(champion_name)
strunzone(champion_name);
champion_name = strzone(champion.netname);
}
- else if((!redspawned && !bluespawned) || time - warmup > cvar("g_ca_round_timelimit")) {
+ else if((!red_players && !blue_players) || time - warmup > autocvar_g_ca_round_timelimit) {
FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
next_round = time + 5;
}