entity spawnqueue_first;
entity spawnqueue_last;
entity champion;
-string champion_name;
float warmup;
-float ca_players;
-float required_ca_players;
+float ca_teams_ok;
.float caplayer;
void PutObserverInServer();
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 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.
* Sets the 'warmup' global variable.
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
self.classname = "player";
PutClientInServer();
}
+ else if(g_freezetag)
+ {
+ if(self.classname == "player")
+ PutClientInServer();
+ }
else
{
/*
}
if(g_keyhunt)
- kh_Controller_SetThink(cvar("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)
void Arena_Warmup()
{
float f;
- string msg;
+ entity e;
- if((!g_arena && !g_ca) || (g_arena && !arena_roundbased) || (time < game_starttime))
+ 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)
+ if(g_ca && !ca_teams_ok)
allowed_to_spawn = 1;
- 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_PLAYER(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 == 1)
Announce("1");
- centerprint(self, msg);
+ FOR_EACH_PLAYER(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "Round will start in %d", 1, f);
}
if (g_arena) {
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.movement = '0 0 0';
- //self.fixangle = TRUE;
}
}
-
else if(f > -1 && f != roundStartTime_prev)
{
roundStartTime_prev = f;
Announce("begin");
- centerprint(self, "^1Begin!\n");
+ FOR_EACH_PLAYER(e)
+ Send_CSQC_Centerprint_Generic(e, CPID_ROUND_STARTING, "^1Begin!", 1, 0);
if(g_ca) {
- ca_players = 0;
+ float start_red_ca_players, start_blue_ca_players;
- FOR_EACH_PLAYER(self)
- ca_players += 1;
+ FOR_EACH_PLAYER(e) {
+ if (e.team == COLOR_TEAM1)
+ start_red_ca_players += 1;
+ else if (e.team == COLOR_TEAM2)
+ start_blue_ca_players += 1;
+ }
+ // teams are ok if there's at least 1 player in each team
+ ca_teams_ok = (start_red_ca_players && start_blue_ca_players);
}
+
+ 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_WALK;
+ // clear champion to avoid centerprinting again the champion msg
+ if (champion)
+ champion = world;
}
-float next_round;
-float stopalivecheck;
-float redalive, bluealive, yellowalive, pinkalive;
-.float redalive_stat, bluealive_stat, yellowalive_stat, pinkalive_stat;
-/**
- * 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()
+{
+ // 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)
+ {
+ 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;
+ }
+ }
+}
+
+void count_alive_players()
{
- if(g_ca) // we want to perform this before the return block below...
+ 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 = 0; bluealive = 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)
- return;
- if(g_ca) {
- // check the amount of spawned players in each team
- float redspawned, bluespawned;
- FOR_EACH_PLAYER(self) {
- if (self.team == COLOR_TEAM1) redspawned += 1;
- else if (self.team == COLOR_TEAM2) bluespawned += 1;
- }
+}
- required_ca_players = max(2, fabs(cvar("bot_vs_human") + 1));
+/**
+ * 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()
+ */
+float warntime;
+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(ca_players < required_ca_players && (redspawned && bluespawned)) {
+ if(g_ca) {
+ if(!ca_teams_ok && (red_players && blue_players)) {
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"));
+ else if(!ca_teams_ok) {
+ if (time > warntime)
+ {
+ FOR_EACH_PLAYER(self)
+ Send_CSQC_Centerprint_Generic(self, CPID_ROUND_STARTING, "^1Need at least 1 player in each team to play CA", 2, 0);
+ warntime = time + 1;
+ }
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")) {
- FOR_EACH_CLIENT(self) centerprint(self, strcat("^7Round tied.", "^7\n"));
+ else if((!red_players && !blue_players) || time - warmup > autocvar_g_ca_round_timelimit) {
+ FOR_EACH_CLIENT(self) centerprint(self, "^7Round tied");
next_round = time + 5;
}
if(redalive && !bluealive)
{
play2all("ctf/red_capture.wav");
- FOR_EACH_CLIENT(self) centerprint(self, "^1 RED ^7team wins the round.\n");
+ FOR_EACH_CLIENT(self) centerprint(self, "^1RED ^7team wins the round");
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");
+ FOR_EACH_CLIENT(self) centerprint(self, "^4BLUE ^7team wins the round");
TeamScore_AddToTeam(COLOR_TEAM2, ST_SCORE, +1);
stopalivecheck = TRUE;
}