.float cmd_floodtime;
.float cmd_floodcount;
.float checkfail;
+.float lms_spectate_warning;
float readyrestart_happened;
float readycount;
return;
}
-/**
- * Checks whether the player who calls the timeout is allowed to do so.
- * If so, it initializes the timeout countdown. It also checks whether another
- * timeout was already running at this time and reacts correspondingly.
- *
- * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
- * timeoutInitiator, timeoutStatus, timeoutHandler
- *
- * This function is called when a player issues the calltimeout command.
- */
-void evaluateTimeout() {
- if (inWarmupStage && !g_warmup_allow_timeout)
- return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
- if (time < game_starttime )
- return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
- if (timeoutStatus != 2) {
- //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
- if (autocvar_timelimit) {
- //a timelimit was used
- local float myTl;
- myTl = autocvar_timelimit;
-
- local float lastPossibleTimeout;
- lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
-
- if (lastPossibleTimeout < time - game_starttime)
- return sprint(self, "^7Error: It is too late to call a timeout now!\n");
- }
- }
- //player may not call a timeout if he has no calls left
- if (self.allowedTimeouts < 1)
- return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
- //now all required checks are passed
- self.allowedTimeouts -= 1;
- bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
- remainingTimeoutTime = autocvar_sv_timeout_length;
- remainingLeadTime = autocvar_sv_timeout_leadtime;
- timeoutInitiator = self;
- if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
- timeoutStatus = 1;
- //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
- timeoutHandler = spawn();
- timeoutHandler.think = timeoutHandler_Think;
- }
- timeoutHandler.nextthink = time; //always let the entity think asap
-
- //inform all connected clients about the timeout call
- Announce("timeoutcalled");
-}
-
-/**
- * Checks whether a player is allowed to resume the game. If he is allowed to do it,
- * and the lead time for the timeout is still active, this countdown just will be aborted (the
- * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
- * value of the cvar sv_timeout_resumetime.
- *
- * This function is called when a player issues the resumegame command.
- */
-void evaluateTimein() {
- if (!timeoutStatus)
- return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
- if (self != timeoutInitiator)
- return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
- if (timeoutStatus == 1) {
- remainingTimeoutTime = timeoutStatus = 0;
- timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
- bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
- }
- else if (timeoutStatus == 2) {
- //only shorten the remainingTimeoutTime if it makes sense
- if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) {
- bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
- remainingTimeoutTime = autocvar_sv_timeout_resumetime;
- timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
- }
- else
- sprint(self, "^7Error: Your resumegame call was discarded!\n");
-
- }
-}
-
// =======================
// Command Sub-Functions
else
{
//player may not join because of g_maxplayers is set
- centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
+ centerprint(self, PREVENT_JOIN_TEXT);
}
}
}
}
}
-void ClientCommand_ready(float request) // TODO: reimplement how this works
+void ClientCommand_ready(float request)
{
switch(request)
{
}
}
-void ClientCommand_records(float request)
+void ClientCommand_records(float request) // TODO: Isn't this flooding with the sprint messages? Old code, but perhaps bad?
{
float i;
}
}
-void ClientCommand_reportcvar(float request, float argc, string command)
+void ClientCommand_reportcvar(float request, float argc, string command) // TODO: confirm this works
{
float tokens;
string s;
}
}
-void ClientCommand_selectteam(float request, float argc)
+void ClientCommand_selectteam(float request, float argc) // TODO: Update the messages for this command
{
+ float selection;
+
switch(request)
{
case CC_REQUEST_HELP:
if(teamplay)
if not(self.team_forced > 0)
if not(lockteams)
+ {
switch(argv(1))
{
- case "red": ClientKill_TeamChange(COLOR_TEAM1); break;
- case "blue": ClientKill_TeamChange(COLOR_TEAM2); break;
- case "yellow": ClientKill_TeamChange(COLOR_TEAM3); break;
- case "pink": ClientKill_TeamChange(COLOR_TEAM4); break;
- case "auto": ClientKill_TeamChange(-1); break;
+ case "red": selection = COLOR_TEAM1; break;
+ case "blue": selection = COLOR_TEAM2; break;
+ case "yellow": selection = COLOR_TEAM3; break;
+ case "pink": selection = COLOR_TEAM4; break;
+ case "auto": selection = (-1); break;
default: break;
}
+
+ if(selection)
+ {
+ if(self.team != selection || self.deadflag != DEAD_NO)
+ ClientKill_TeamChange(selection);
+ else
+ sprint(self, "^7You already are on that team.\n");
+ }
+ }
else
sprint(self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
else
- sprint(self, "selectteam can not be used as your team is forced\n");
+ sprint(self, "^7selectteam can not be used as your team is forced\n");
else
- sprint(self, "selectteam can only be used in teamgames\n");
+ sprint(self, "^7selectteam can only be used in teamgames\n");
}
return; // never fall through to usage
default:
case CC_REQUEST_USAGE:
- sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
+ //sprint(self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
sprint(self, "\nUsage:^3 cmd selectteam team\n");
- sprint(self, " No arguments required.\n");
+ sprint(self, " Where 'team' is the prefered team to try and join.\n");
+ sprint(self, " Full list of options here: \"red, blue, yellow, pink, auto\"\n");
return;
}
}
}
}
+void ClientCommand_spectate(float request)
+{
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2spectate^7: Become an observer\n");
+ return;
+
+ case CC_REQUEST_COMMAND:
+ if(self.flags & FL_CLIENT)
+ {
+ if(g_arena) { return; }
+ if(g_lms)
+ {
+ if(self.lms_spectate_warning)
+ {
+ // mark player as spectator
+ PlayerScore_Add(self, SP_LMS_RANK, 666 - PlayerScore_Add(self, SP_LMS_RANK, 0));
+ }
+ else
+ {
+ self.lms_spectate_warning = 1;
+ sprint(self, "WARNING: you won't be able to enter the game again after spectating in LMS. Use the same command again to spectate anyway.\n");
+ return;
+ }
+ }
+
+ if(self.classname == "player" && autocvar_sv_spectate == 1)
+ ClientKill_TeamChange(-2); // observe
+
+ // in CA, allow a dead player to move to spectatators (without that, caplayer!=0 will be moved back to the player list)
+ // note: if arena game mode is ever done properly, this needs to be removed.
+ if(g_ca && self.caplayer && (self.classname == "spectator" || self.classname == "observer"))
+ {
+ sprint(self, "WARNING: you will spectate in the next round.\n");
+ self.caplayer = 0;
+ }
+ }
+ return; // never fall through to usage
+
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd spectate\n");
+ sprint(self, " No arguments required.\n");
+ return;
+ }
+}
-/*
-void ClientCommand_(float request, entity client)
+void ClientCommand_suggestmap(float request, float argc)
+{
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2suggestmap^7: Suggest a map to the mapvote at match end\n");
+ return;
+
+ case CC_REQUEST_COMMAND:
+ sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
+ return; // never fall through to usage
+
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd suggestmap map\n");
+ sprint(self, " Where 'map' is the name of the map to suggest.\n");
+ return;
+ }
+}
+
+void ClientCommand_teamstatus(float request)
+{
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2teamstatus^7: Print detailed score information for all players\n");
+ return;
+
+ case CC_REQUEST_COMMAND:
+ Score_NicePrint(self);
+ return; // never fall through to usage
+
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd teamstatus\n");
+ sprint(self, " No arguments required.\n");
+ return;
+ }
+}
+
+void ClientCommand_tell(float request, float argc, string command)
+{
+ entity e;
+
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2tell^7: Send a message directly to a player\n");
+ return;
+
+ case CC_REQUEST_COMMAND:
+ e = GetCommandPlayerSlotTargetFromTokenizedCommand(argc, 1);
+ if(e && argc > ParseCommandPlayerSlotTarget_firsttoken)
+ {
+ Say(self, FALSE, e, substring(command, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)), TRUE);
+ }
+ else
+ {
+ if(argc > ParseCommandPlayerSlotTarget_firsttoken)
+ trigger_magicear_processmessage_forallears(self, -1, world, substring(command, argv_start_index(ParseCommandPlayerSlotTarget_firsttoken), argv_end_index(-1) - argv_start_index(ParseCommandPlayerSlotTarget_firsttoken)));
+ }
+ return; // never fall through to usage
+
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd tell playerid <message>\n");
+ sprint(self, " Where 'playerid' is the entity number of the player to send the 'message' to.\n");
+ return;
+ }
+}
+
+void ClientCommand_timein(float request)
{
switch(request)
{
case CC_REQUEST_HELP:
- sprint(client, " ^2blah^7: foobar\n");
+ sprint(self, " ^2timein^7: Resume the game from being paused with a timeout\n");
return;
case CC_REQUEST_COMMAND:
+ if(self.flags & FL_CLIENT)
+ {
+ if(autocvar_sv_timeout)
+ {
+ if (!timeoutStatus)
+ return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
+ if (self != timeoutInitiator)
+ return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
+
+ if (timeoutStatus == 1)
+ {
+ remainingTimeoutTime = timeoutStatus = 0;
+ timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
+ bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
+ }
+ else if (timeoutStatus == 2)
+ {
+ //only shorten the remainingTimeoutTime if it makes sense
+ if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) )
+ {
+ bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
+ remainingTimeoutTime = autocvar_sv_timeout_resumetime;
+ timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
+ }
+ else
+ sprint(self, "^7Error: Your resumegame call was discarded!\n");
+ }
+ }
+ }
+ return; // never fall through to usage
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd timein\n");
+ sprint(self, " No arguments required.\n");
+ return;
+ }
+}
+
+void ClientCommand_timeout(float request) // DEAR GOD THIS COMMAND IS TERRIBLE.
+{
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2timeout^7: Call a timeout which pauses the game for certain amount of time unless unpaused\n");
return;
+ case CC_REQUEST_COMMAND:
+ if(self.flags & FL_CLIENT)
+ {
+ if(autocvar_sv_timeout)
+ {
+ if(self.classname == "player")
+ {
+ if(votecalled)
+ sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
+ else
+ {
+ if (inWarmupStage && !g_warmup_allow_timeout)
+ return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
+ if (time < game_starttime )
+ return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
+
+ if (timeoutStatus != 2) {
+ //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
+ if (autocvar_timelimit) {
+ //a timelimit was used
+ float myTl;
+ myTl = autocvar_timelimit;
+
+ float lastPossibleTimeout;
+ lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1;
+
+ if (lastPossibleTimeout < time - game_starttime)
+ return sprint(self, "^7Error: It is too late to call a timeout now!\n");
+ }
+ }
+
+ //player may not call a timeout if he has no calls left
+ if (self.allowedTimeouts < 1)
+ return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
+
+
+ //now all required checks are passed
+ self.allowedTimeouts -= 1;
+ bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
+ remainingTimeoutTime = autocvar_sv_timeout_length;
+ remainingLeadTime = autocvar_sv_timeout_leadtime;
+ timeoutInitiator = self;
+ if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
+ timeoutStatus = 1;
+ //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
+ timeoutHandler = spawn();
+ timeoutHandler.think = timeoutHandler_Think;
+ }
+ timeoutHandler.nextthink = time; //always let the entity think asap
+
+ //inform all connected clients about the timeout call
+ Announce("timeoutcalled");
+ }
+ }
+ else
+ sprint(self, "^7Error: only players can call a timeout!\n");
+ }
+ }
+ return; // never fall through to usage
+
default:
case CC_REQUEST_USAGE:
- sprint(client, "\nUsage:^3 cmd \n");
- sprint(client, " No arguments required.\n");
+ sprint(self, "\nUsage:^3 cmd timeout\n");
+ sprint(self, " No arguments required.\n");
+ return;
+ }
+}
+
+void ClientCommand_voice(float request, float argc, string command)
+{
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2voice^7: Send voice message via sound\n");
+ return;
+
+ case CC_REQUEST_COMMAND:
+ if(argc >= 3)
+ VoiceMessage(argv(1), substring(command, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
+ else
+ VoiceMessage(argv(1), "");
+ return; // never fall through to usage
+
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd voice\n");
+ sprint(self, " FIXME ARGUMENTS UNKNOWN.\n");
+ return;
+ }
+}
+
+/*
+void ClientCommand_(float request)
+{
+ switch(request)
+ {
+ case CC_REQUEST_HELP:
+ sprint(self, " ^2blah^7: foobar\n");
+ return;
+
+ case CC_REQUEST_COMMAND:
+
+ return; // never fall through to usage
+
+ default:
+ case CC_REQUEST_USAGE:
+ sprint(self, "\nUsage:^3 cmd \n");
+ sprint(self, " No arguments required.\n");
return;
}
}
ClientCommand_say_team(CC_REQUEST_HELP, 0, "");
ClientCommand_selectteam(CC_REQUEST_HELP, 0);
ClientCommand_sentcvar(CC_REQUEST_HELP, 0, "");
+ ClientCommand_spectate(CC_REQUEST_HELP);
+ ClientCommand_suggestmap(CC_REQUEST_HELP, 0);
+ ClientCommand_teamstatus(CC_REQUEST_HELP);
+ ClientCommand_tell(CC_REQUEST_HELP, 0, "");
+ ClientCommand_timein(CC_REQUEST_HELP);
+ ClientCommand_timeout(CC_REQUEST_HELP);
+ ClientCommand_voice(CC_REQUEST_HELP, 0, "");
sprint(self, "For help about specific commands, type cmd help COMMAND\n");
return;
}
case "say_team": ClientCommand_say_team(search_request_type, argc, command); break;
case "selectteam": ClientCommand_selectteam(search_request_type, argc); break;
case "sentcvar": ClientCommand_sentcvar(search_request_type, argc, command); break;
+ case "spectate": ClientCommand_spectate(search_request_type); break;
+ case "suggestmap": ClientCommand_suggestmap(search_request_type, argc); break;
+ case "teamstatus": ClientCommand_teamstatus(search_request_type); break;
+ case "tell": ClientCommand_tell(search_request_type, argc, command); break;
+ case "timein": ClientCommand_timein(search_request_type); break;
+ case "timeout": ClientCommand_timeout(search_request_type); break;
+ case "voice": ClientCommand_voice(search_request_type, argc, command); break;
default:
clientcommand(self, command); //print("Invalid command. For a list of supported commands, try cmd help.\n");
}
-}
+}
\ No newline at end of file