// Nagger for players to know status of voting
bool Nagger_SendEntity(entity this, entity to, float sendflags)
{
- int nags, i, f, b;
- entity e;
+ int nags = 0;
WriteHeader(MSG_ENTITY, ENT_CLIENT_NAGGER);
// bits:
// 64 = vote counts
// 128 = vote string
- nags = 0;
- if (readycount)
+ if (warmup_stage)
{
- nags |= BIT(0);
- if (to.ready == 0) nags |= BIT(1);
+ if (readycount)
+ {
+ nags |= BIT(0);
+ if (!to.ready) nags |= BIT(1);
+ }
+ nags |= BIT(4);
}
+
if (vote_called)
{
nags |= BIT(2);
if (to.vote_selection == 0) nags |= BIT(3);
+ nags |= sendflags & BIT(6);
+ nags |= sendflags & BIT(7);
}
- if (warmup_stage) nags |= BIT(4);
-
- if (sendflags & BIT(6)) nags |= BIT(6);
-
- if (sendflags & BIT(7)) nags |= BIT(7);
-
- if (!(nags & 4)) // no vote called? send no string
- nags &= ~(BIT(6) | BIT(7));
WriteByte(MSG_ENTITY, nags);
if (nags & BIT(7)) WriteString(MSG_ENTITY, vote_called_display);
- if (nags & 1)
+ if (nags & BIT(0))
{
- for (i = 1; i <= maxclients; i += 8)
+ for (int i = 1; i <= maxclients;)
{
- for (f = 0, e = edict_num(i), b = BIT(0); b < BIT(8); b <<= 1, e = nextent(e))
- if (!IS_REAL_CLIENT(e) || e.ready)
- f |= b;
+ int f = 0;
+ for (int b = 0; b < 8 && i <= maxclients; ++b, ++i)
+ if (edict_num(i).ready)
+ f |= BIT(b);
WriteByte(MSG_ENTITY, f);
}
}
{
bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ^1", vote_called_display, "^2 was accepted\n");
- if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = 1;
+ if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = true;
else localcmd(strcat(vote_called_command, "\n"));
if (vote_caller) vote_caller.vote_waittime = 0; // people like your votes, you don't need to wait to vote again
// 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, false);
+ if (!warmup_stage) // if the countdown was not aborted
+ reset_map(true, false);
delete(this);
}
{
if (time <= game_starttime && game_stopped)
return;
- if (!is_fake_round_start)
+ if (!is_fake_round_start && !autocvar_g_campaign)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_COUNTDOWN_RESTART);
VoteReset();
if(!is_fake_round_start && !warmup_stage)
localcmd("\nsv_hook_warmupend\n");
- // reset the .ready status of all players (also spectators)
- FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
+ // reset the .ready status of all clients (including spectators and bots)
+ FOREACH_CLIENT(true, { 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
if(forceWarmupEnd || autocvar_g_campaign)
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
+ warmup_stage = autocvar_g_warmup; // go into warmup if it's enabled, otherwise restart into match stage
ReadyRestart_force(false);
}
// cannot reset the game while a timeout is active or pending
if (timeout_status) return;
- float ready_needed_factor, ready_needed_count;
- float t_players = 0;
+ int total_players = 0, human_players = 0, humans_ready = 0;
readycount = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
- ++t_players;
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME_JOINED(it), {
+ ++total_players;
if (it.ready) ++readycount;
+ if (IS_REAL_CLIENT(it))
+ {
+ ++human_players;
+ if (it.ready) ++humans_ready;
+ }
});
Nagger_ReadyCounted();
- if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+ // can't read warmup_stage here as it could have been set to 0 by ReadyRestart()
+ // and we need to use this when checking if we should abort the countdown
+ // map_minplayers can only be > 0 if g_warmup was -1 at worldspawn
+ int minplayers = autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers;
+
+ if (total_players < minplayers)
{
if (game_starttime > time) // someone bailed during countdown, back to warmup
{
- warmup_stage = -1; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
+ warmup_stage = autocvar_g_warmup; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
game_starttime = time;
- Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, map_minplayers);
+ Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, minplayers);
+ if (!sv_ready_restart_after_countdown) // if we ran reset_map() at start of countdown
+ FOREACH_CLIENT(IS_PLAYER(it), { GiveWarmupResources(it); });
}
if (warmup_limit > 0)
warmup_limit = -1;
return; // don't ReadyRestart if players are ready but too few
}
- else if (map_minplayers && warmup_limit <= 0)
+ else if (minplayers && warmup_limit <= 0)
{
// there's enough players now but we're still in infinite warmup
warmup_limit = cvar("g_warmup_limit");
// warmup continues until enough players AND enough RUPs (no time limit)
}
- ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 1);
- ready_needed_count = ceil(t_players * ready_needed_factor);
-
- if (readycount >= ready_needed_count) ReadyRestart(true);
+ if (humans_ready && humans_ready >= rint(human_players * bound(0.5, cvar("g_warmup_majority_factor"), 1)))
+ ReadyRestart(true);
}